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Possible to apply forces/rotations to a rigid body without other rigid bodies effecting it's physics?

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As the title suggests, I was wondering what the best way is to prevent other rigid bodies from effecting my game object, but still be able to apply forces and rotations on that object myself. One possible solution is to give the rigid body infinite mass, but I'm not sure how to do that (in some physics engines for example, a mass of zero = infinite mass, but I don't know if this is true in Unity). The problem is that if I set it as a kinematic rigid body, I can no longer apply forces / angular velocity on that body. **I don't want to have to update the transform component manually, because that feels too much like a hacked solution, and it will not work as well with the rest of the game's physics.** Oddly enough, I can set the angular velocity variable for 2D kinematic bodies manually and it surprisingly works (maybe it's a bug?), however I need this functionality for 3D bodies.

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