I have a question regarding collision events. It seems that having a disabled rigidbody component on an entity doesn’t make it behave as a trigger volume. Is this the expected?
It would be helpful if we could toggle an entity back and forth between a rigidbody and a trigger volume.
Yes, this behavior is expected and documented. Trigger entities should not have a rigidbody component, even when it’s disabled.
I agree with this and made a similar suggestion some time ago. At the moment, an entity with a disabled rigidbody doesn’t respond to either collision or trigger events, which seems somewhat broken.