Which static/rigid/kinematic body do I need for something that moves very infrequently?
Hey. I'm working on a scene where the player is in open water and an island emerges from the depths. I would like the island to raise and interact naturally with anything in the water, but then it's going to stick where it is at that point like a static body. Do I want a rigidbody so I can explicit switch it to static mode when it's not moving? If so, I'm struggling with how I go about moving this thing. I assume kinematic mode is what I want for it to be part of physics and push things as it moves with infinite force, but I haven't been able to work that out yet.
Another option I can imagine is making the island a kinematic body so I can move it up with built in move methods. What I have tried and I know is certainly the wrong answer is leaving it as a static/kinematic body and translating its transform origin. Since it's a very large object and it moves very slowly, it keeps objects out of its mesh in a way that isn't too jarring, but I'd love to know how to do this properly.