Rigidbody2d has zero velocity after simulated set to true

Hello there. I’m making something where you can drag around a UI object that has a rigibody2d attached. I’m setting simulated to false to turn off collisions with other objects while it’s being dragged around. On dropping the object I am setting rigidbody.simulated to true. I want it to play a sound based on the rigidbody’s velocity when it lands, but when it does, the velocity is zero. If it bounces off of another rigidbody before hitting the ground that corrects the problem. Am I using this incorrectly? Thanks!

Silly me, the velocity is of course 0 after it lands, because it’s stopped. To use this method I’d have to get the velocity just before it collides I suppose.