# rigidbody

> The incoming Rigidbody2D involved in the collision with the Collision2D.otherRigidbody.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.Physics2DModule

```csharp
public Rigidbody2D rigidbody { get; }
```

### Remarks

This may be null if the [Collision2D.collider](/engine/6000.0/script-reference/unityengine/collision2d/collider.md) is not attached to a [Rigidbody2D](/engine/6000.0/script-reference/unityengine/rigidbody2d.md).

Additional Resources: [Collider2D](/engine/6000.0/script-reference/unityengine/collider2d.md) and [Rigidbody2D](/engine/6000.0/script-reference/unityengine/rigidbody2d.md).

### Examples

```csharp
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour
{
    void OnCollisionEnter2D(Collision2D collision2D)
    {
        //If the object we collided with was a Runner and not a Catcher.
        if (collision2D.transform.name == "Runner")
        {
            StartCoroutine(StuckInTheMud(collision2D));
        }
    }

    //Freeze the object in position for 5 seconds
    public IEnumerator StuckInTheMud(Collision2D victim)
    {
        victim.rigidbody.isKinematic = true;
        yield return new WaitForSeconds(5f);
        victim.rigidbody.isKinematic = false;
    }
}
```
