Code (CSharp): if (Input.GetKey (KeyCode.Space && Collision2D == true)) { transform.position += new Vector3(0F, 9F, 0F); } I know it doesn't work like that but u get the idea?
in the 'OnCollisionStay' method you could test the input and update the position. Or in 'OnCollisionEnter' you could set a flag to true, and in 'OnCollisionExit' set it to false. And then that would signal if you're in one... though technically if you overlap multiple things once you exited the first you'd be set back to false, so really you'd have to have an int that adds in enter, and subtract in exit.