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Question by Segy · May 05, 2016 at 07:37 PM · charactercontrollermoving platform

Moving Platform

Hello, I am making a 2.5D platformer game and now facing a few issues, I am relatively new to Unity.

I made a moving platform, and my player has a CharacterController Collider. When he lands on the moving platform he does not stick on the platform. However, When I change it to a box collider the player sticks to the platform. Here is the code of the moving platform. public Transform platform; public Transform startTrans; public Transform endTrans;

     public float platSpeed = 2.5f;
     private Rigidbody rb;
  
     private Vector3 direction;
     private Transform destination;
  
     void Start()
     {
         rb = this.platform.GetComponent<Rigidbody>();
         SetDestination(startTrans);
     }
  
     void FixedUpdate()
     {
         rb.MovePosition(platform.position + direction * platSpeed * Time.fixedDeltaTime);
  
         if (Vector3.Distance(platform.position, destination.position) < platSpeed * Time.fixedDeltaTime)
         {
             SetDestination(destination == startTrans ? endTrans : startTrans);
         }
     }
  
     void SetDestination(Transform dest)
     {
         destination = dest;
         direction = (destination.position - platform.position).normalized;
     }

The other issue is, I am trying to make a treadmill like platform, which pushes the player backwards, I am unsure on how to do this.

And Finally, I am trying to flip/rotate a 3D player to look the way is moving, e.g. look left if moving left, look right if moving right... I tried different methods such as eulanger, rotate and flip scale. But it causes the player to move/flip like crazy especially as it has animation.

     public float speed = 6.0F;
     public float jumpSpeed = 8.0F;
     public float gravity = 20.0F;
  
     Vector3 moveDirection = Vector3.zero;
     Animator myAnim;
  
     bool facingRight;
  
     void Start()
     {
         myAnim = GetComponent<Animator>();
         facingRight = true;
     }
     void Update()
     {
         CharacterController controller = GetComponent<CharacterController>();
         if (controller.isGrounded)
         {
             moveDirection = new Vector3(0, Input.GetAxis("Vertical"), Input.GetAxis("Horizontal"));
             moveDirection = transform.TransformDirection(moveDirection);
             moveDirection *= speed;
  
             if (moveDirection.z != 0) myAnim.SetBool("isRunning", true);
             else myAnim.SetBool("isRunning", false);
  
             if (Input.GetButton("Jump"))
             {
                 moveDirection.y = jumpSpeed;
                 myAnim.SetTrigger("isJumping");
             }
  
             if (moveDirection.x > 0 && !facingRight) Flip();
             else if (moveDirection.x < 0 && facingRight) Flip();
  
         }
         moveDirection.y -= gravity * Time.deltaTime;
         controller.Move(moveDirection * Time.deltaTime);
     }
  
     void Flip()
     {
         facingRight = !facingRight;
         Vector3 theScale = transform.localScale;
         theScale.z *= -1;
         transform.localScale = theScale;
     }

Many Thanks.

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