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Question by jswp2001 · Jun 05, 2018 at 11:47 PM · unity 2dchild objectmoving platform

Player Slows Down When Entering a Moving Platform

For context, the code I currently have is as follows:

 void OnCollisionEnter2D(Collision2D other)
     {
         if(other.gameObject.tag == "MovingPlatform") 
         {
             transform.parent = other.transform;
             
         }
     }
 
     void OnCollisionExit2D(Collision2D other)
     {
         if (other.gameObject.tag == "MovingPlatform") 
         {
             transform.parent = null;
             
         }
     }

This is currently a part of my player script. On execution, the player enters the moving platform, becomes a child of the moving platform, and moves with the platform. Once you jump, run off the edge, or break collision in any other way, the player is no longer a child of the platform, and will not move with the platform anymore.

The problem is that while the player is a child of the game object, rather than moving at the normal player speed (7 units per second horizontally), they'll inherit whatever speed the platform is moving at (in this case 3 units per second, horizontally) and will run at that speed when you input for either right or left movement while the player is still a child of the moving platform.

I'm hoping to find a solution where the player is able to run at their normal speed, but still be pulled horizontally along with the platform as well.

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