Collider used as trigger influences Physics :(

In my scene I have a Rocket object, one of its children is “MainEngineFlare” (see screenshot 1) [31217-2014-08-20+07_51_43-unity±+passangerlevel1.unity±+new+unity+project±+pc,+mac+&+linux+standalone_+.png|31217].

My problem is that with this Circle Collider I get other Physical behaviour of the parent Rocket (the Rocked slides on the platform when I apply side thruster instead of tilting due to friction). I cannot understand this. The moment I switch the Collider off, everything is as usual, the friction effect is back. But I need that collider trigger.

What am I missing here? I thought that Colliders used as trigger do not influence Physics, especially of other objects.

Try printing rigidbody.CenterOfMass, with/without?

I don’t know 2D, and don’t think normal triggers do this, but looking at where the trigger is, if it used that, you’d get a lower CoM, which could make the rocket more “stable” for certain pushes. You can easily change CoM back, in code, if this is the problem.

Check if any code of your trigger object includes OnCollisionEnter, OnCollisionStay or similar, if yes, then the IsTrigger checkbox seemingly gets set to false internally.