private void OnCollisionEnter(Collision collision) { if (collision.collider.tag == "Tile") { if (collision.gameObject.GetComponent <Renderer>().material.color != appear.cols[appear.colSelector]) //if the square we hit is not black. { if (appear.colSelector != 0) //if our player is not white. { if (collision.gameObject.GetComponent <Renderer>().material.color != appear.cols[5]) //and if that tile is not a black tile at the time we collide... { //KILL PLAYER //disable motor //enable death effect //start a countdown timer to respawn //etc Debug.Log("Player" + appear.myPlayerNum + " touched bad square"); //we should die here! GameObject particles = Instantiate(deathParticles); particles.transform.up = transform.up; particles.transform.position = gameObject.transform.position; GetComponent <MeshRenderer>().enabled = false; input.enabled = false; motor.enabled = false; //this.gameObject.SetActive(false); restart.StartCoroutine(restart.Reset()); } } } } //Debug.Log(collision.gameObject.GetComponent<Renderer>().material.color); }