Rigify physics from Blender to Unity

I have a problem.
I have an animated character in Unity and I want that the animations apply friction on external objects. In order to do so I read that I have to check “Animate Physics” in the animator controller. But in addition to that every part of the animated object must have a kinematic rigidbody.
So… where I should put this rigidbodies? The rig has a hierarchy like this: rig->root->DEF-spine, torso…
and it’s the one I exported from Blender and created with the rigify add-on.
Should i put the rigidbodies on specific parts of this hierarchy? On bones? I don’t want the animations act physically, I only want that they apply friction on external objects.
Guys can you help me please?