You can switch the Rigidbody also to kinematic.
if enabled, Forces, collisions or joints will not affect the rigidbody anymore
You can also not use a collider, or set it onto a layer that ignores certain other layers. Or you can set the mass high, and that way, it's not pushed around. Unity doesn't "know" how big an object is, unless you tell it the mass (or switch Auto Mass on).
I'd go with Set Velocity 2D, but it totally depends on what you overall try to achieve.
Thanks for your reply!
I do not really understand what of my questions your answer was aimed to
.
I can add some more information regarding my setup: on 1) is one of the characters in the game. I cannot change the rb typ because that will mess up a lot of other interaction with the character and physics.
I need the objects to have collides in other instances so I need to keep the collides (to detect triggers and collision).
2) one way is to use layers in some ways. This has some other issues. mainly they are already in a specific layer of other purposes, so I rather find a easier way.
Regarding the mass; if you set a velocity on a object it doesn't matter what mass it has. Unity will force the object to have said velocity. So i object with 5 in mass and 2 in velocity will still push around a object with 1000 in mass, (not very fast but it will still push it).
(Sorry if I sound ungrateful, that is defiantly not my point, English is not my first language so I may sound harsh
)