The incoming Rigidbody2D involved in the collision with the otherRigidbody.
This may be null if the Collision2D.collider is not attached to a Rigidbody2D.
See Also: Collider2D and Rigidbody2D.
#pragma strict
function OnCollisionEnter2D(collision2D: Collision2D) {
//If the object we collided with was a Runner and not a Catcher. if (collision2D.transform.name == "Runner") { StartCoroutine(StuckInTheMud(collision2D)); } }
//Freeze the object in position for 5 seconds function StuckInTheMud(victim: Collision2D) {
victim.rigidbody.isKinematic = true; new WaitForSeconds(5f)victim.rigidbody.isKinematic = false; }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void OnCollisionEnter2D(Collision2D collision2D) { //If the object we collided with was a Runner and not a Catcher. if (collision2D.transform.name == "Runner") { StartCoroutine(StuckInTheMud(collision2D)); } }
//Freeze the object in position for 5 seconds public IEnumerator StuckInTheMud(Collision2D victim) { victim.rigidbody.isKinematic = true; yield return new WaitForSeconds(5f); victim.rigidbody.isKinematic = false; } }