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Question by CoolKrit · Jan 12, 2019 at 10:07 AM · scripting problem2d-platformer

How can I get the player to stay on the moving platform? (2D platformer)

How can I get the player to stay on the moving platform? Here is the code for the moving platform:

using UnityEngine; using System.Collections;

public class MovingPlatform : MonoBehaviour { public Vector3 finishPos = Vector3.zero; public float speed = 0.5f;

 private Vector3 _startPos;
 private float _trackPercent = 0;
 private int _direction = 1;

 // Use this for initialization
 void Start()
 {
     _startPos = transform.position;
 }

 void OnDrawGizmos()
 {
     Gizmos.color = Color.red;
     Gizmos.DrawLine(transform.position, finishPos);
 }

 // Update is called once per frame
 void Update()
 {
     _trackPercent += _direction * speed * Time.deltaTime;
     float x = (finishPos.x - _startPos.x) * _trackPercent + _startPos.x;
     float y = (finishPos.y - _startPos.y) * _trackPercent + _startPos.y;
     transform.position = new Vector3(x, y, _startPos.z);

     if ((_direction == 1 && _trackPercent > .9f) || (_direction == -1 && _trackPercent < .1f))
     {
         _direction *= -1;
     }
 }

}

And PlayerController script

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement;

public class PlayerController : MonoBehaviour {

 public float speed;
 public float jumpForce;
 private float moveInput;

 private Rigidbody2D rb;

 private bool facingRight = true;


 private bool isGrounded;
 public Transform groundCheck;
 public float checkRadius;
 public LayerMask whatIsGround;

 public int extraJumps;
 public int extraJumpsValue;

 private void Start()
 {
     extraJumps = extraJumpsValue;
     rb = GetComponent<Rigidbody2D>();

 }

 private void FixedUpdate()
 {
     isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, whatIsGround);

     moveInput = Input.GetAxis("Horizontal");
     rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);

     if (facingRight == false && moveInput > 0)
     {
         Flip();
     }
     else if (facingRight == true && moveInput < 0)
     {
         Flip();
     }
 }

 private void Update()
 {
     if (isGrounded == true)
     {
         extraJumps = extraJumpsValue;
     }

     if (Input.GetKeyDown(KeyCode.Space) && extraJumps > 0)
     {
         rb.velocity = Vector2.up * jumpForce;
         extraJumps--;
     }
     else if (Input.GetKeyDown(KeyCode.Space) && extraJumps == 0 && isGrounded == true)
     {
         rb.velocity = Vector2.up * jumpForce;
     }
 }

 void Flip()
 {
     facingRight = !facingRight;
     Vector3 Scaler = transform.localScale;
     Scaler.x *= -1;
     transform.localScale = Scaler;
 }

 private void OnTriggerEnter2D(Collider2D col)
 {
     if (col.tag == "Spike")
     {
         Scene scene;
         scene = SceneManager.GetActiveScene();
         SceneManager.LoadScene(scene.name);
     }
 }
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Answer by ModProg · Jan 21, 2019 at 04:28 PM

You could add a Trigger to the MovingPlatform and if the player enters the Trigger you can make the MovingPlatform its parent with:

 private void OnTriggerEnter2D(Collider2D other) {
     if(other.GetComponent<PlayerController>() != null){
         other.transform.SetParent(transform);
     }
 }

On the Event of the player leaving the MovingPlatform you remove the parent;

 private void OnTriggerExit2D(Collider2D other) {
     if(other.GetComponent<PlayerController>() != null){
         other.transform.SetParent(null);
     }
 }

Add both functions to the 2D-Collider, probably the MovingPlatform script. Maybe you need to change the script a little if the Player already has a parent.

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