private void OnCollisionEnter(Collision collision) { if (isTransitioning || collisionAreDisabled) { return; } switch (collision.gameObject.tag) { case "Friendly": print("OK"); break; case "Finish": // Stoping Timer... timer.StopTimer(); //Checking if Highsore... if (PlayerPrefs.HasKey(currentsceneName) == false) { PlayerPrefs.SetFloat(currentsceneName, timer.Returnmsec()); } else if (PlayerPrefs.GetFloat(currentsceneName) > timer.Returnmsec()) { PlayerPrefs.SetFloat(currentsceneName, timer.Returnmsec()); } deathHandler.StartSuccessSequence(); break; default: // Stoping Timer... timer.StopTimer(); deathHandler.StartDeathSequence(); break; } }