Rigid body collisions?

Hi - Just starting with Unity

Can someone tell me why my rigid body object is going through another rigid object?

When I turn on Collision Trigger it does turn around, but with it off it goes right through the wall

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour {

public Rigidbody rbody;

private float speed = 3;

void Start () {
	rbody = GetComponent<Rigidbody> ();
}

void FixedUpdate () {
	Vector3 movement = transform.forward;
	Vector3 direction = movement.normalized;
	Vector3 velocity = direction * speed;
	rbody.position += velocity * Time.deltaTime;
}
	

void OnTriggerEnter(Collider triggerCollider)
{
	/*
	if (triggerCollider.tag == "Cube2" || triggerCollider.tag == "Cube1") {
		
		if (rbody.position.z >=10) {
			rbody.rotation = Quaternion.Euler (0, 180, 0);
		} else if (rbody.position.z <=10 ) {
			rbody.rotation = Quaternion.Euler (0,0, 0);
		} 

	}
	*/
}

That’s because you’re setting it’s position. That’s teleporting. Use either MovePosition for kinematic Rigidbodies or change velocity/use AddForce otherwise.

Tried changing the velocity and AddForce - still going through the block

using UnityEngine;
using System.Collections;

public class NewBehaviourScript : MonoBehaviour {

	public float speed = 20f;
	private Rigidbody rbody;

	void Start () 
	{
		rbody = GetComponent<Rigidbody>();

	}

	
	void FixedUpdate () 
	{

		Vector3 input = new Vector3 (Input.GetAxis("Horizontal"),0,Input.GetAxis("Vertical"));
		rbody.AddForce(input * Time.deltaTime * speed);
	}
}

Just a question, does your rigid body object has a collider object? Otherwise collisions dont work. If iam not mistake.