// if you want to disable the rigidbody on which the script is sitting on
// you can't do that but you can go around it by
// Just destroying the rigidbody by calling
Destroy(gameObject.GetComponent<Rigidbody>());
// and if you want it again call
gameObject.AddComponent<Rigidbody>();
// Remember "gameObject" with small 'g' reffers to the gameObj on which the script
// is sitting on
// -*-*-*-*-*-***-HAPPY CODING-***-*-*-*-*-*-
//This is for Unity (c#)
Rigidbody rb; //For 2D games use 'Rigidbody2D'
void Awake ()
{
rb = GetComponent<Rigidbody>();
}
// (...)
rb.bodyType = RigidbodyType2D.Static; // Deactivated
rb.bodyType = RigidbodyType2D./*The type the rigidbody was originally eg. dynamic, kinematic, or static*/; // Activated
//you can't :(
//you can delete it with
Destroy(RigidBody2D);
myPlayer.Getcomponent<Rigidbody>().isKenimatic == false;
myPlayer.Getcomponent<Rigidbody().detectCollision = true;
}