Rigidbody stops immediately on collision (I don't want this)

Hey all, I’m going to try to explain my problem as best I can. I’ve been having some trouble getting a sort of ‘driveable’ platform to work with a player on top of it. I have it so the player can use the arrow keys to set the velocity of this vehicle. My problem is the vehicle instantly stops when the player makes contact with a wall of the vehicle. This vehicle is actually a mesh made up of other meshes/gameobjects. I only have a rigidbody applied to the parent object.

When my player makes contact with one of the walls or anything besides the floor, the rest of the children and the parent completely stop moving. This is despite the fact I have the vehicle’s rigidbody set to a considerably higher mass than that of the player. Any idea what’s causing this immediate stoppage? I would prefer if the player had no influence or effectively no influence on the vehicular object.

Place this in your vehicle’s parent script. Make sure all the component gameobjects of the vehicle are children of it. Don’t place the following in update() or start() or anything. Maybe you should even try to make a new empty gameobject, add this script and add all the children.

void OnCollisionEnter(Collision coll) 
    	{
    		if (coll.gameObject.tag == "Player")//Or whatever tag your player object has
    		{
    	                if (Input.GetKeyDown("up"))
                        {
                             AdjustVelocity();//Or whatever function you use for that
                        }
    		}
    		
    	}