Version: 2017.3 (switch to 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Collision2D.rigidbody

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var rigidbody: Rigidbody2D;
public Rigidbody2D rigidbody;

Description

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; } }

Did you find this page useful? Please give it a rating: