title: How come the Collider falls from the GameObject when a RigidBody is added?
body: <p>I could really need some help with my GameObjects.</p>
  
  <p>I am working on a game in which I want a pick-up Item to create a Physics Force explosion to blow away the enemies. I made a simple Bomb-Object to test this idea. I added a straightforward code, using a loop to collect all the colliders within its radius, to then addForce to these colliders. Now the code is working properly, but not all my GameObjects are reacting properly.</p>
  
  <p>I looked into why this is, and I noticed that my Collider keeps falling away from the GameObject as soon as I add a RigidBody component to the object. The RigidBody is needed for the AddForce impact. When I remove the rb, the collider stays in place, but the object does not react to the Physics Force.</p>
  
  <p>I added some images to illustrate what I mean:</p>
  
  <p><a href="https://pro2-bar.myportfolio.com/v1/assets/6648288a2e724954ca4f9c8ebd18fc86/7aad00a9-72f7-4e5e-b1ad-2994a2bd71a6_rw_1920.png?h=6afe67b7274fd673fb79a651a38f09f3" rel="nofollow noreferrer">Image of the Collider of the leaf sinking away..</a></p>
  
  <p><a href="https://pro2-bar.myportfolio.com/v1/assets/6648288a2e724954ca4f9c8ebd18fc86/3d0ade9f-107c-4e98-acd9-40e607267f2c_rw_1920.png?h=2508633334facb8ea9d6dc5bb277c54e" rel="nofollow noreferrer">Example image of objects which DO react to the AddForce.</a></p>
  
  <p>I already tried to:</p>
  
  <ul>
  <li>Copy/Paste all component settings from the reacting Cube and stone
  Gameobjects to the Leaf Gameobject while disabling all other code
  such as the c# scripts. The Collider &amp; RB do not fall through the
  floor but when Physics Force hits the Collider is blown away while
  the GameObject keeps its position.
  
  <ul>
  <li>Try different GameObjects/Collider types.</li>
  <li>Removed the water.</li>
  <li>Play with amount of force/radius of the bomb. </li>
  <li>Edited 'Tag' and 'Layerstyle' of GameObject.</li>
  </ul></li>
  </ul>
  
  <p>The 'Explosion Code' is added below, however, I don't think the problem is in the code. I added the code to the Main Camera of my scene, and added a simple sphere as the 'bomb' GameObject. </p>
  
  <hr>
  
  <p><div class="snippet" data-lang="js" data-hide="false" data-console="true" data-babel="false">
  <div class="snippet-code">
  <pre class="snippet-code-css lang-css prettyprint-override"><code>using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  
  public class Explosion : MonoBehaviour
  {
      public GameObject bomb; //set the position of the explosion
      public float power = 10.0f;
      public float radius = 10.0f;
      public float upForce = 0.0f;
  
      private void FixedUpdate()
      {
          if (Input.GetKeyDown("space"))
          {
              print("space key was pressed");
              Invoke("Detonate", 1);
          }
      }
  
      void Detonate()
      {
          Vector3 explosionPosition = bomb.transform.position; //set the position of our explosion to the position of the bomb.
          Collider[] colliders = Physics.OverlapSphere(explosionPosition, radius); //collects all colliders within the radius.
          foreach (Collider hit in colliders) { //for each individual collider the following code is ran.
  
              Rigidbody rb = hit.GetComponent&lt;Rigidbody&gt;(); //declare'rb' rigidbody. Get rb component from each collider
              if (rb != null)
              {
                  print("BOOM!");
                  rb.AddExplosionForce(power, explosionPosition, radius, upForce, ForceMode.Impulse); //add force to each collider
              }
          }
  
      }
  }</code></pre>
  </div>
  </div>
  </p>
  
  <hr>
  
  <p>How do I make the Rigidbody, Collider and GameObject of the leaf hold onto each other like the standard 3D object 'cube', so that I can make these blow away with the Physics Force just like the other models?</p>
  
  <p>Thank you for your time, I have been trying things and looking around on the Internet for hours now but can't seem to find any solution.</p>