using System.Collections; using UnityEngine; public class FallPlatform : MonoBehaviour { public float fallDelay = 2f; public float destroyDelay = 2f; bool falling; Rigidbody2D rb; void Start() { rb = transform.parent.GetComponent(); } private void OnTriggerEnter2D(Collider2D collision) { if (!falling && collision.gameObject.CompareTag("Player")) { StartCoroutine(FallAfterDelay()); } } private IEnumerator FallAfterDelay() { falling = true; yield return new WaitForSeconds(fallDelay); rb.bodyType = RigidbodyType2D.Dynamic; Destroy(gameObject, destroyDelay); } }