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Question by NerdRageStudios · Jul 15, 2014 at 12:18 PM · vector3addforcetorque

How to stop adding torque and force when object collides with collider (or ground)

Hi, I use the following script to ping a coin from a monster when it dies, however, the prefab keeps spinning and moving on the floor.

How can I make it stop one it has collided with something?

 using UnityEngine;
 using System.Collections;
 
 public class ScriptObjectGoldPickup : MonoBehaviour
 {
 
     ScriptPlayerOneManager script;
     public GameObject theSound;
     private Vector3 torque;
 
     // Use this for initialization
     void Start()
     {
         script = GameObject.Find("PrefabPlayerOne").GetComponent<ScriptPlayerOneManager>();
     }
 
     void Awake()
 {
     torque.x = Random.Range (-200, 200);
     torque.y = Random.Range (-200, 200);
     torque.z = Random.Range (-200, 200);
     constantForce.torque = torque;
     rigidbody.AddForce(Vector3.up * Random.Range(2, 5), ForceMode.Impulse);
 }
 
 
     // Update is called once per frame
     void Update()
     {
 
     }
 
     private void OnCollisionEnter(Collision collision)
     {
 
         if (collision.gameObject.name == "PrefabPlayerOne")
         {
             script.playerInventory.playerOneGoldAmount += 1;
             Instantiate(theSound, transform.position, transform.rotation);
             Destroy(gameObject);
         }
     }
 }
 

Thanks in advance for any help :)

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Answer by NerdRageStudios · Jul 15, 2014 at 12:41 PM

Ah, solved it myself with a Boolean :) Finally, I feel like I am learning C# now :)

 using UnityEngine;
 using System.Collections;
 
 public class ScriptObjectGoldPickup : MonoBehaviour
 {
 
     ScriptPlayerOneManager script;
     public GameObject theSound;
     private Vector3 torque;
     private bool collided = false;
 
     // Use this for initialization
     void Start()
     {
         script = GameObject.Find("PrefabPlayerOne").GetComponent<ScriptPlayerOneManager>();
     }
 
     void Awake()
 {
     if (collided == false)
     {
     torque.x = Random.Range (-200, 200);
     torque.y = Random.Range (-200, 200);
     torque.z = Random.Range (-200, 200);
     constantForce.torque = torque;
     rigidbody.AddForce(Vector3.up * Random.Range(5, 10), ForceMode.Impulse);
     }
 
 }
 
 
     // Update is called once per frame
     void Update()
     {
         if (collided == true)
         {
             torque.x = 0;
             torque.y = 0;
             torque.z = 0;
             constantForce.torque = torque;
         }
     }
 
     private void OnCollisionEnter(Collision collision)
     {
         collided = true;
         if (collision.gameObject.name == "PrefabPlayerOne")
         {
             script.playerInventory.playerOneGoldAmount += 1;
             Instantiate(theSound, transform.position, transform.rotation);
             Destroy(gameObject);
         }
     }
 
 
 }
 
 
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