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Question by RSmalley913 · Sep 09, 2015 at 06:48 PM · scripting problem

How to reset game object to original position after isFalling = True, C#

Hello all,

I'm new to scripting and figuring this out as I go for a team game build for school. The game we're making is a 3D platformer where the object is to run across platforms, reach the end while the platforms fall as you run.

At the moment I have the platforms setup to fall from an OnTriggerEnter collision with the Player object. The collision sets the platform to isFalling "true" and makes it fall down at a set speed. What I can't figure out is how to force the platform object to stop falling and reset back to it's original local position after reaching a certain point on the Y axis? The public int maxYPosition should tell the object what it's max Y position will be before it resets to the starting position.

The last if statement in the Void Update area is where I attempted to accomplish this but it has just made it so the platforms stay in place now. I've pieced the script below together from various tutorials/answers I've found but my limited scripting knowledge has made it tough to figure out how to make the platform do exactly what I would like it to do. Any help here would be much appreciated.

Thanks

 public class ps_Falling_Platform : MonoBehaviour {
 
     public int maxYPosition = -100;
     bool isFalling = false;
     float downSpeed = 0;
     private Vector3 initialPos;
     private Quaternion initialRotation;
 
 
 
     void Start()
     {
         initialPos = transform.localPosition;
         initialRotation = transform.localRotation;
     }
 
     void OnTriggerEnter(Collider collider)
     {
         if (collider.gameObject.name == "Player") 
             
         {
             isFalling = true;
         }
 
     
     }
     
     void Update()
     {
         if (isFalling) 
         {
             downSpeed += Time.deltaTime/150;
             transform.localPosition = new Vector3(transform.localPosition.x,
                                              transform.localPosition.y-downSpeed,
                                              transform.localPosition.z);
 
         }
         if (gameObject.transform.localPosition.y >= maxYPosition) 
         {
             transform.localRotation = initialRotation;
             transform.localPosition = initialPos;
             isFalling = false;
             
         }
 
                 
     }
         
 }
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