Kinematic bodies, inactive GameObjects, and collider migration onto a new Rigidbody #72
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crowmaki/cinnabar#72
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Part of #67.
What to build
The remaining body kinds and lifecycle edges work. A kinematic
Rigidbodycopies its GameObject's World Transform into its body before each step, so moving it with the Scene API moves it in the world and a dynamic cube resting on it is carried. ARigidbodywhose GameObject is not Active in Hierarchy has its body disabled on the step it is first seen inactive and re-enabled when seen active again, so it neither moves nor blocks. Adding aRigidbodyto a GameObject that already carriesBox_Colliders on an Implicit Static Body recreates their shapes on the new body and destroys the implicit one.Acceptance criteria
Rigidbodyto a collider-only GameObject makes it fall, andbody_countdoes not double-count the migrated object.Blocked by