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Question by scw000000 · Nov 06, 2017 at 02:46 PM · collisioncontrollerstandard-assets

Make moving platform works with 3D first person controller in Unity 2017

I'm using first person conetroller in standard assests.

One of the most common errors is the player cannot stand on a moving platform.
I've goolged and tried some of the solutions on the internet, but unfortunately none of them work.
Maybe it's because they only work in older version of unity or 2D cases, I'm not sure about that.
I've tried attach player to the platform it's landing on, but result in player slide out of platform as if it's landing on a block of ice.
One of the most sucessful solution is adding a platform following component to the player, and do thing like this:
private Transform platform;
private Vector3 prePos = Vector3.zero;
private void FixedUpdate()
{
if (platform != null)
{
//We are calculating how much the platform moved by subtracting last frame's position, then ADDING it to our player's position.
gameObject.GetComponent().Move(Platform.position - prePos)
prePos = Platform.position; //Set prePos for use next frame
}
}
Although the player does move along with the platform, but the capsule of player will shake/jitter in y direction.
I've stucked with this problem for a long time, and I appreciate any help.

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Answer by Hatsuko · Nov 09, 2017 at 09:08 PM

Try this

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class MovingPlatform : MonoBehaviour {
 
     public Collider trigger = null;
     
     void Start () {
         trigger.gameObject.AddComponent<MovePlayerAlong>();
     }
 
     private class MovePlayerAlong : MonoBehaviour {
 
         private Transform tr = null;
 
         void OnTriggerEnter (Collider collider) {
             Debug.Log("OnTriggerEnter");
             if (collider.CompareTag("Player")) {
                 tr = collider.gameObject.transform.parent;
                 collider.gameObject.transform.SetParent(transform);
             }
         }
 
         void OnTriggerExit (Collider collider) {
             Debug.Log("OnTriggerExit");
             if (collider.CompareTag("Player")) {
                 collider.gameObject.transform.SetParent(tr);
             }
         }
     }
 }

ps. nested class is just my personal strange habit.

 

Set Player's tag to "Player".

Create a trigger for your moving platform. This trigger should be the platform's child. When Player enter this trigger, it sets Player as trigger's child so that Player moves along.

I tested with Unity 2017's FPSController and it looks like this: alt text

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