# OnCollisionStay(Collision)

> OnCollisionStay is called once per frame for every Collider or Rigidbody that touches another Collider or Rigidbody.

## Definition

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

## OnCollisionStay()

```csharp
public void OnCollisionStay(Collision collision)
```

### Parameters

**** (\[Collision]\(/engine/6000.0/script-reference/unityengine/collision)):&#x20;

### Remarks

In contrast to OnTriggerStay, OnCollisionStay is passed the [Collision](/engine/6000.0/script-reference/unityengine/collision.md) class and not a [Collider](/engine/6000.0/script-reference/unityengine/collider.md). The [Collision](/engine/6000.0/script-reference/unityengine/collision.md) class contains information about contact points, impact velocity etc. If you don't use collisionInfo in the function, leave out the collisionInfo parameter as this avoids unneccessary calculations. **Note:** Collision events are only sent if one of the colliders also has a non-kinematic rigidbody attached. Collision events will be sent to disabled MonoBehaviours, to allow enabling Behaviours in response to collisions. Collision stay events are not sent for sleeping Rigidbodies.

### Examples

```csharp

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour
{
    void OnCollisionStay(Collision collisionInfo)
    {
        // Debug-draw all contact points and normals
        foreach (ContactPoint contact in collisionInfo.contacts)
        {
            Debug.DrawRay(contact.point, contact.normal, Color.white);
        }
    }
}
```
