Is your this.Game2 an entity with a dynamic rigidbody component? If that’s the case you can change it’s position only by using the teleport() method on that component. Since this object is fully controlled by physics:
Right now, setPosition() on Game2 entity won’t work because, this entity has children with static rigidbody. You can move a rigidbody component by using teleport() method. So you need to go and teleport each child entity that has a rigidbody component.
One way you can achieve what you want more easily with a trick, is to have your second level aligned with the first, have it disabled on initialize and when the time comes (on collision) just enable it by using this.entity.enabled = true . While the entity is disabled it isn’t part of the physics simulation, so you can use the regular setPosition() method.