Tetris block rigidbodies pass through one another with Transform.Translate [duplicate]


I am trying to build a Tetris 3D game in Unity but i am stuck at getting the different blocks to interact (to detect each other, to sit one on top of the other rather than going through each other). I have set the ground with a box collider and the spwaned blocks come in with rigidbodies.

This works for them to nicely settle on the ground but when I try to sit a block on top of another block they both have rigidbodies and the collision detection doesn’t work and they end up overlapping. The problem is if I remove the rigidbody of the already settled block then it will go through the ground.

Any idea how to get 2 spawned objects to detect each other?

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UIElements;  public class moveBlock : MonoBehaviour {         public static float speed = 2;     public GameObject[] blocks;     public static List<GameObject> blocksSpawned = new List<GameObject>();     public static List<Rigidbody> blocksRBSpawned = new List<Rigidbody>();     public static bool triggerPlatform = true;     Rigidbody rb;      void Update()     {         Vector3 input = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));         Vector3 direction = input.normalized;         Vector3 velocity = direction * speed;         Vector3 moveAmount = velocity * Time.deltaTime;          if (triggerPlatform)         {             blocksSpawned.Add((GameObject)Instantiate(blocks[Random.Range(0, 7)], new Vector3(0, 6, 0), Quaternion.Euler(Vector3.right)));             rb = blocksSpawned[blocksSpawned.Count - 1].GetComponent<Rigidbody>();             blocksRBSpawned.Add(rb);             triggerPlatform = false;         }         /*if (!triggerPlatform)         {             Destroy(blocksRBSpawned[blocksRBSpawned.Count - 1]);         }*/         if (blocksSpawned[blocksSpawned.Count - 1] != null)         {             blocksSpawned[blocksSpawned.Count - 1].transform.Translate(Vector3.down * Time.deltaTime*speed, Space.World);             blocksSpawned[blocksSpawned.Count - 1].transform.Translate(moveAmount);         }     } }  using System.Collections; using System.Collections.Generic; using UnityEngine;  public class trigger : MonoBehaviour {         private void OnTriggerEnter(Collider other)     {         moveBlock.triggerPlatform = true;     } } 

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