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Question by llewellynathan · Oct 10, 2019 at 01:57 AM · c#scripting problemtransformtriggervelocity

How do I trigger a game object to move a desired distance at a desired speed?

I have a ball that when it rolls over a tile it will cause the tile to move upwards pushing the ball up with it. My script is below. The parent object is a tile that moves up when the ball rolls over it and collides with the nested trigger object. The tile moves up but does not push the ball up with it. I assume it is because the tile moves too quickly as the ball does have a Rigidbody component attached to it. How can I trigger the movement of the tile and define the distance and speed that the tile should move up?

 public class Spring : MonoBehaviour
 {
 
 
     private void OnTriggerEnter(Collider other)
     {
         transform.parent.Translate(Vector3.up );
         
     }
 
 }
 
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Answer by lgarczyn · Oct 12, 2019 at 03:25 PM

You assumed correctly. The tile needs to be a kinematic Rigidbody, and you need to use the MovePosition function. The tile collider cannot be a trigger.


You need to use two colliders if you want a trigger in the center of the platform. You could do something like this:


  • this is the script on the trigger collider in the center of the tile, that is a child of tile:

       public class TriggerDispatcher : MonoBehaviour
       {
         public GameObject target;
    
         private void OnTriggerEnter(Collider other) {
             if (other.CompareTag("Player"))
             {
                 target.SendMessage("OnPlayerEnter", other);
             }
         }
    
  • this is the script of the tile

       public class TriggerDispatcher : MonoBehaviour
         {
             public float speed = 1f;
             public Vector3 target;
             private Vector3 startPos;
    
             public bool movingToTarget;
    
             private void Start() {
                 startPos = transform.position;
             }
    
             private void OnPlayerEnter(Collider other) {
    
                 movingToTarget = !movingToTarget;
             }
    
             private void FixedUpdate() {
                 Vector3 destination;
    
                 if (movingToTarget)
                     destination = startPos + target;
                 else
                     destination = startPos;
    
                 Vector3 movement = destination - transform.position;
    
                 float distance = speed * Time.fixedDeltaTime;
    
                 if (movement.magnitude > distance)
                     movement = movement.normalized * distance;
    
                 GetComponent<Rigidbody>().MovePosition(transform.position + movement);
             }
         }
    
    

Now this can be simplified if you add start and end position markers for your platform, and use the SmoothDamp function:

     public class TriggerDispatcher : MonoBehaviour
     {
         public float speed = 1f;
         public float timeToEnd = 1f;
         public Transform startPos;
         public Transform endPos;
         public bool movingToTarget;

         private Vector3 velocity;

         private void Start() {
             startPos = transform.position;
         }

         private void OnPlayerEnter(Collider other) {

             movingToTarget = !movingToTarget;
         }

         private void FixedUpdate() {
             Vector3 destination;

             if (movingToTarget)
                 destination = endPos.position;
             else
                 destination = startPos.position;

             Vector3 newPos = SmoothDamp(
                 transform.position,
                 destination,
                 ref velocity,
                 timeToEnd,
                 speed);

             GetComponent<Rigidbody>().MovePosition(newPos);
         }
     }


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