void OnCollisionEnter(Collision other) { if (other.collider.CompareTag(Tags.Player)) { // Cache the player's character controller PlayerDeath playerDeath = other.collider.GetComponent <PlayerDeath>(); // Get total force. (impulse / time) Vector3 collisionForce = other.impulse / Time.fixedDeltaTime; playerDeath.ProcessImpact(collisionForce); } }