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Question by Tryptex · Aug 25, 2017 at 04:49 PM · collisionrigidbodynot workingdisableenable

how disable/enable rigidbody and box collider

I am trying to make an object, that when told starts falling, and after a designated length of time respawns where it was before, but for some reason, my rigidbody and collider are not re-enabling, here is my code:

public float respawnDelay; public float WaitTime;

 public GameObject ground;

 public Rigidbody2D rb;

 public Collider2D goingThroughObjects;

 private Vector3 whereToTeleport;


 // Use this for initialization
 void Start ()
 {
     rb = GetComponent<Rigidbody2D>();

     goingThroughObjects = GetComponent<Collider2D>();

     rb.isKinematic = true;
     goingThroughObjects.enabled = true;
 }
 
 // Update is called once per frame
 void Update ()
 {
     
 }

 void OnTriggerEnter2D(Collider2D other)
 {
     if(other.tag == "HeadStomp")
     {
         StartCoroutine("TouchedBreakableObjectCo");
     }

 }

 public IEnumerator TouchedBreakableObjectCo()
 {
     whereToTeleport = ground.transform.position;
     yield return new WaitForSeconds(WaitTime);
     rb.isKinematic = false;
     yield return new WaitForSeconds(0.2f);
     goingThroughObjects.enabled = false;
     yield return new WaitForSeconds(respawnDelay);
     rb.isKinematic = true;
     goingThroughObjects.enabled = true;
     ground.transform.position = whereToTeleport;
 }

PLEASE HELP

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Answer by Cherno · Aug 25, 2017 at 06:14 PM

You set the RB to IsKinematic = true in Start(), but you use OnTriggerEnter2D() to try and register collisions, which is not possible with a non-kinematic RB.

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avatar image Tryptex · Aug 25, 2017 at 11:00 PM 0
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@Cherno Then what is the solution?

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