title: Collision with object on another layer isn't working in Unity?
body: <p>I have two box colliders in my scene. I am basically manipulating one and the other is stationary and just on the default layer and it also has a rigidbody attached. The other object I am mostly rotating and for some reason it rotates right through the other object. It is on another layer but, I have checked the layer collision matrix and all of the boxes are checked so I'm not sure why the collision isn't happening. Is there a reason for this? </p>
  
  <p>I am Rotating it with <code>transform.Rotate</code>. Neither of the colliders have the isTrigger selected. Any thoughts?</p>
  
  <p>EDIT: Added this to show implementation of <code>rigidbody.MoveRotation</code></p>
  
  <pre><code>private void FixedUpdate()
  {
  
      if (Input.GetKey(KeyCode.Y) &amp;&amp; !colliding)
      {
          if (rigidBody == null)
          {
              rigidBody = gameObject.AddComponent&lt;Rigidbody&gt;();
              rigidBody.isKinematic = true;
              rigidBody.useGravity = false;
              rigidBody.interpolation = RigidbodyInterpolation.Interpolate;
          }
          rot = Quaternion.Euler(0, .5f, 0);
          rigidBody.MoveRotation(rigidBody.rotation * rot );
      }
      if (Input.GetKey(KeyCode.I) &amp;&amp; !colliding)
      {
          if (rigidBody == null)
          {
              rigidBody = gameObject.AddComponent&lt;Rigidbody&gt;();
              rigidBody.isKinematic = true;
              rigidBody.useGravity = false;
              rigidBody.interpolation = RigidbodyInterpolation.Interpolate;
          }
          rot = Quaternion.Euler(0, -.5f, 0);
          rigidBody.MoveRotation(rigidBody.rotation * rot);
      }
  
      else if (colliding)
      {
          rigidBody.MoveRotation(rigidBody.rotation * Quaternion.Inverse(rot));
      }
  }
  </code></pre>