private void SuccToMech() { if (Mathf.Approximately(rb.rotation, 0)) { rb.angularVelocity = 0; } timer += Time.deltaTime; if (timer < 1f) { rb.velocity = new Vector2((localMech.transform.position.x - transform.position.x) * 10, (localMech.transform.position.y - transform.position.y) * 10); } else { PRMC.hasMech = true; PRMC.getInMech(localMech); localMech.GetComponentInParent <Mech_Movement_1>().isPiloted = true; localMech.GetComponentInParent <Mech_Movement_1>().player = gameObject; localMech.transform.parent.GetChild(2).GetComponent <BoxCollider2D>().enabled = true; rb.gravityScale = 0; rb.angularVelocity = 0; rb.rotation = 0; rb.velocity = Vector2.zero; rb.gameObject.GetComponent <CircleCollider2D>().enabled = false; /*transform.rotation = Quaternion.Euler(0,0,0); * transform.GetChild(0).transform.rotation = Quaternion.Euler(0, 0, 0);*/// Might fix with later, now its not important! timer = 0; } }