private void OnCollisionEnter(Collision collision) { if (collision.gameObject.CompareTag("Ground")) { score = transform.position.z - controlPoint.z; rigidbody.velocity = new Vector3(0f, 0f, 0f); transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.Euler(0, 0, 0), fixRate); rigidbody.isKinematic = true; isFlying = false; finish.FinishGame(); Debug.Log("player: " + (int)score); } }