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Question by stevesan · Aug 30, 2011 at 03:28 AM · collisionphysics

OnCollisionStay stops firing after a second or two?

I just have a simple test scene with a Rigidbody box on a BoxCollider floor. Not even a mesh. But the OnCollisionStay message seems to only fire for a second or two and then it stops. What's the deal here?

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Answer by Waz · Aug 30, 2011 at 04:06 AM

http://unity3d.com/support/documentation/Components/RigidbodySleeping.html

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avatar image stevesan · Aug 30, 2011 at 04:14 AM 0
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Thanks. Speed won't be an issue for me, so I just wake it up every frame if it is asleep.

avatar image Waz · Aug 30, 2011 at 04:19 AM 0
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Then you can just set the rigidbody.sleepVellocity and sleepAngularVelocity to 0, rather than waking it up.

avatar image M0N0W0RM · Aug 09, 2020 at 09:10 PM 0
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Cheers wazza

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Answer by Rafes · Aug 30, 2011 at 04:00 AM

If your rigid body stops moving it falls asleep. Try adding this script to the GameObject with the RigidBody to test if this is your issue:

 using UnityEngine;
 using System.Collections;
 
 /// <summary>
 ///    A simple script to keep a Rigidbody alive. This simply adds an
 ///    extremely small value to this transform's local X rotation.
 ///            
 /// Use this for testing triggers with stationary colliders
 /// </summary>
 public class StayAwake : MonoBehaviour 
 {
     /// <summary>
     ///        Runs on frame update
     /// </summary>    
     private void Update() 
     {
         transform.Rotate(Time.time * 0.00000001f, 0, 0);
     }
 
 }
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avatar image Waz · Aug 30, 2011 at 04:04 AM 3
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Why this rather than calling rigidbody.WakeUp()?

avatar image Rafes · Aug 30, 2011 at 07:09 AM 0
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The question was why the test was failing, I just posted a method to debug. I wrote this a few days in to learning Unity and never looked back. This script could be updated. See warwick's comment.

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