private void OnTriggerStay2D(Collider2D collision) { if (!influences) { return; } GravityObject obj = collision.gameObject.GetComponent <GravityObject>(); if (obj) { if (obj.isInfluenced) { Vector2 v = transform.position - obj.gameObject.transform.position; float force = InitRadius / Mathf.Pow(v.magnitude, 2f); float mass; if (rb) { mass = rb.mass; } else { mass = noRigidBodyMass; } obj.ApplyGravity(v.normalized * force * mass); } } }