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Question by turnjinxsay · Jun 22, 2017 at 09:27 PM · c#platformplatforms

my platform goes up but doesnt come back down?

okay so, i'm following a video because i'm doing the same project for my exam next week, and i can't seem to make the platform move as it should. here's what i've got:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class plataformaascendente : MonoBehaviour
 {
 
 
     float velocidadPlataforma = 2;
     bool puntoLLegada;
     float puntoPartida;
     float puntoLLegadaY;
 
     public int unidadesaMover;
 
 
     // Use this for initialization
     void Start()
     {
         puntoPartida = transform.position.y ;
         puntoLLegadaY = puntoPartida + unidadesaMover;
 
     }
 
     // Update is called once per frame
     void Update()
     {
         if (puntoLLegada)
         {
             transform.position += Vector3.up * velocidadPlataforma * Time.deltaTime;
         }
 
 
         else
         {
             transform.position -= Vector3.up * velocidadPlataforma * Time.deltaTime;
         }
 
         if (transform.position.y >= puntoLLegadaY)
         {
             puntoLLegada = false;
         }
 
         if (transform.position.y <= puntoLLegadaY)
         {
             puntoLLegada = true;
         }
     }
 }
 
 
  

again, i'm sorry about the spanish, and thanks for taking the time to read through this!

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Best Answer

Answer by turnjinxsay · Jun 22, 2017 at 09:54 PM

okay, someone already helped me, this is what worked:

     public float speed;
     public  float distance;
     public float downLimit;
     public float upLimit;
     public int dir = 1;
     public float PositionActual;
     public float PosicionStart;
 
     void Start()
     {
 
         PosicionStart = transform.position.y;
         downLimit = PosicionStart - distance;
         upLimit = PosicionStart + distance;
         speed = 5;
 
     }
 
   
     void Update()
     {
         PositionActual = transform.position.y;
         transform.position += Vector3.up * speed * Time.deltaTime * dir;
 
         if (PositionActual > upLimit)
         {
             dir = -1;
             GetComponent<SpriteRenderer>().flipX = false;
         }
         else if (PositionActual < downLimit)
         {
             dir = 1;
             GetComponent<SpriteRenderer>().flipX = true;
         }
     }
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