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Question by gvella29 · Nov 23, 2021 at 11:36 AM · positionienumeratortimer countdownreset-position

My objects are not moving when collided with player when trying to reset their position after a timer.

My idea is to activate a timer when my obstacles change their position after being hit by the player to reset their position, but when I run that part of the code the obstacles stay in a fixed position and I do not know why.

Can someone help me please ? Thank you :)

public class Obstacles : MonoBehaviour { Rigidbody obstacleRb; Vector3 spawnOGPos; bool fallen;

 // Start is called before the first frame update
 void Start()
 {
     fallen = false;
     obstacleRb = GetComponent<Rigidbody>();
     spawnOGPos = transform.position;
 }

 // Update is called once per frame
 void Update()
 {
     if (transform.position.y < 0) {
         ResetObstaclePosition();
     }

     if (transform.position != spawnOGPos){
         StartCoroutine(ObstacleFallCountdownRoutine());
         ResetObstaclePosition();
     }


     IEnumerator ObstacleFallCountdownRoutine()
     {
         yield return new WaitForSeconds(5);
         fallen = true;
     }

 }

 void ResetObstaclePosition() {
      //Resetting attirbutes
      obstacleRb.velocity = Vector3.zero;
      obstacleRb.angularVelocity = Vector3.zero;
      obstacleRb.rotation = Quaternion.identity;
      transform.position = spawnOGPos;
      fallen = false;
 }

}

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