I generally rely on the "Transform Position" detection method instead, but I think that for the method you're using you need both a rigidbody AND a collider (I haven't tested this, but that's what the mouseover text for that option says). If you do use a rigidbody, then you can check the "Ignore gravity?" checkbox under the Physics section of the Player component.
That's right - for Rigidbody Collision to work, a Rigidbody must be present on either the Trigger, or the Player.
You could attach a Rigidbody and set its Body Type to Kinematic, but using Transform Position for the Trigger's Detection method will avoid the Trigger's need for any physics components on the Player - including any Colliders.
Comments
I generally rely on the "Transform Position" detection method instead, but I think that for the method you're using you need both a rigidbody AND a collider (I haven't tested this, but that's what the mouseover text for that option says). If you do use a rigidbody, then you can check the "Ignore gravity?" checkbox under the Physics section of the Player component.
That's right - for Rigidbody Collision to work, a Rigidbody must be present on either the Trigger, or the Player.
You could attach a Rigidbody and set its Body Type to Kinematic, but using Transform Position for the Trigger's Detection method will avoid the Trigger's need for any physics components on the Player - including any Colliders.