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Sent each frame where a collider on another object is touching this object's collider (2D physics only).

Further information about the objects involved is reported in the Collision2D parameter passed during the call. If you don't need this information then you can declare OnCollisionStay2D without the parameter.

See Also: Collision2D class, OnCollisionEnter2D, OnCollisionExit2D.

var rechargeRate = 10.0;
var batteryLevel: float;

function OnCollisionStay2D(coll: Collision2D) { if (coll.gameObject.tag == "RechargePoint") batteryLevel = Mathf.Min(batteryLevel + rechargeRate * Time.deltaTime, 100.0); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public float rechargeRate = 10.0F;
    public float batteryLevel;
    void OnCollisionStay2D(Collision2D coll) {
        if (coll.gameObject.tag == "RechargePoint")
            batteryLevel = Mathf.Min(batteryLevel + rechargeRate * Time.deltaTime, 100.0F);
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public rechargeRate as float = 10.0F

	public batteryLevel as float

	def OnCollisionStay2D(coll as Collision2D) as void:
		if coll.gameObject.tag == 'RechargePoint':
			batteryLevel = Mathf.Min((batteryLevel + (rechargeRate * Time.deltaTime)), 100.0F)