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Question by BeanSlice · May 10, 2017 at 03:10 PM · c#freezepositionfreezerotation

Freeze players position and rotation for a time?

I have written a jumpscare script in C# to show and hide an image for a certain amount of time. This image is in front of the player but not too far away (silhouette of monster), so while the jumpscare is happening, I don't want the player to be able to keep walking towards the image - I want to freeze their position and rotation. Here is my code, everything works and runs but the player is not frozen.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ShowMonster : MonoBehaviour 
 {
 
     public GameObject monster;
     public float time = 0.5f;
     public float flashlightOffTime = 1.0f;
     public AudioClip scareSound;
     public Light flashlight;
     public Rigidbody rigidbody;
     public float jumpscareEnd = 4.0f;
     public KeyCode keyCode;
     private RigidbodyConstraints originalConstraints;
     AudioSource sound;
 
     void Start ()
     {
         originalConstraints = rigidbody.constraints;
         rigidbody = rigidbody.GetComponent<Rigidbody> ();
         flashlight = flashlight.GetComponent<Light> ();
         sound = GetComponent<AudioSource> ();
         monster.GetComponent<Renderer> ().enabled = false;
         flashlight.intensity = 1;
     }
 
     void OnTriggerEnter (Collider other) 
     {
         StartCoroutine (MonsterScare());
         if (Input.GetKeyDown (keyCode)) 
         {
             flashlight.enabled = false;
         }
     }
 
     IEnumerator MonsterScare()
     {
         rigidbody.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezePositionX;
         flashlight.intensity = 0;
         yield return new WaitForSeconds (flashlightOffTime);
         flashlight.intensity = 1;
         sound.PlayOneShot(scareSound);
         monster.GetComponent<Renderer> ().enabled = true;
         yield return new WaitForSeconds (time);
         monster.GetComponent<Renderer> ().enabled = false;
         rigidbody.constraints = originalConstraints;
         yield return new WaitForSeconds (jumpscareEnd);
         JumpScareEnd ();
     }
     void JumpScareEnd ()
     {
         Destroy (monster);
     }
 }
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