public IEnumerator OnTriggerEnter2D(Collider2D collision) { ScreenFading screenFader = GameObject.FindGameObjectWithTag("ScreenFading").GetComponent <ScreenFading>(); GameObject player = GameObject.FindGameObjectWithTag("Player"); InputScript input = GameObject.FindGameObjectWithTag("Player").GetComponent <InputScript>(); player.GetComponent <Rigidbody2D>().velocity = Vector2.zero; input.enabled = false; // If i wanna make the player pop //input.gameObject.SetActive(false); yield return(StartCoroutine(screenFader.FadeToBlack())); Debug.Log("Collio"); collision.gameObject.transform.position = warpTarget.position; //Camera.main.transform.position = warpTarget.position; yield return(StartCoroutine(screenFader.FadeToClear())); input.enabled = true; }