Disabling and enabling again colliders

Hey guy,
i was wandering if some one could help me to solve this problem i’m having when try to disable the BoxCollider2D the player (green marked car in img) has and after 1 second, enable it again. This is the script the player has attached:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Animations;
using Spine.Unity;

public class CarControllerBis : MonoBehaviour

{
    public Animator animator;
    public KeyCode teclas;
    public Rigidbody2D rigidbody;
    public GameObject GameOverCanvas;
    public GameObject HudCanvas;
    public GameObject Gas;
    public float startTime;
    public BoxCollider2D collider;
    
    
    void Start()
    {
        GameOverCanvas.SetActive (false);
        HudCanvas.SetActive (false);
        animator = GetComponent<Animator> ();   
        rigidbody = GetComponent<Rigidbody2D> ();
        collider = GetComponent<BoxCollider2D>();
        
    }

    void Update()
    {
         if (Input.GetKeyDown (teclas))
         {
         animator.SetTrigger ("Boost");
         GetComponent<AudioSource>().Play ();
         GetComponent<AudioSource>().pitch = Random.Range(0.8f, 1.2f);
         HudCanvas.SetActive (true);
         
         collider.enabled = false;
         
         rigidbody.isKinematic = true; 
         }
         
         }
        
        
        
    void OnCollisionEnter2D (Collision2D collision)
   {   
        if (collision.gameObject.tag == "Hazard")
        {
        HudCanvas.GetComponent<Animator>().SetTrigger("HudOut");
        SoundManagerScript.PlaySound ("Hit");
        animator.SetTrigger ("Hit");
        Destroy(this.gameObject.GetComponent<Rigidbody2D>()); 
        Destroy(this.gameObject.GetComponent<CarControllerBis>());
        
        GameOverCanvas.SetActive (true);
        DestroyObject (Gas);

        }
       
    }

 }   

I already answered this in the post you had about this earlier, but I will just copy and paste real quick.

Add

public float timeTillEnabled;

to your list of variables at the top of your script, copy this part of the script you already have:

void Update()
     {
          if (Input.GetKeyDown (teclas))
          {
          animator.SetTrigger ("Boost");
          GetComponent<AudioSource>().Play ();
          GetComponent<AudioSource>().pitch = Random.Range(0.8f, 1.2f);
          HudCanvas.SetActive (true);
          
          collider.enabled = false;
          StartCoroutine(TurnOnCollider());
          rigidbody.isKinematic = true; 
          }
          
          }

Then add this block outside of any function; I typically put these after all other voids:

        IEnumerator TurnOnCollider()
        {
            yield return new WaitForSeconds(timeTillEnabled);
            collider.enabled = true;
            yield break;
        }

Set the public float timeTillEnabled to 1 in the inspector, and it will come back on in 1 second; alternitively you could hard code it in the script:

yield return new WaitForSeconds(1f);

but setting it publicly in the inspector lets you change it later much easier

will you provide your question with descriptions of current and desired behavior for this script?