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Question by karol_2502 · Dec 12, 2019 at 02:29 PM · collisionjumping object

Jumping player at platform connection

Hello! I'm programming a game like an endless runner. You control a cube and try to avoid obstacles. The player is frozen in Z-axis. Platform with a length of 15 with obstacles moves toward you in Z-axis with constant velocity. When the platform reaches an activation point the next platform is spawned behind the previous. The friction of a platform is set to 0. Player has rigidbody with enabled gravity. The problem is that when player detects the connection of platforms sometimes jumps to a low height what looks like a bug. I attach a video. https://drive.google.com/open?id=1BDP38UOuNlCA3rTeR1wHrgpOfoE88JgP Ask for details if needed. Thanks for all answers :)

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avatar image Fariborzzn · Dec 12, 2019 at 03:15 PM 0
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Hey.. 1.Go To RigidBody Component and In Constrains Freeze The Position on Y-Axis.. 2.you can attach your physic material to your player too i think its because of physic system will try to combine the friction of 2 surface im not sure about this one so try and tell me.. 3-i think there is little difference in height of the 2 platform that gonna stick together and this difference will cause this issue .. check the position.y of the platform make sure they are on same level of height

avatar image karol_2502 Fariborzzn · Dec 12, 2019 at 04:22 PM 0
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  1. I don't want to freeze Y-axis, because there is a jumping mechanics through obstacles.

  2. I attached physics material to the player and still this same problem

  3. All platforms are the same height of 1 and in position.y = 0 and I froze the X-axis and Y-axis. Thanks for your advice, but this didn't solve the problem. :c

avatar image Fariborzzn karol_2502 · Dec 13, 2019 at 01:57 AM 0
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what method you are using for making the player to move?

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Answer by Magso · Dec 12, 2019 at 10:46 PM

The video doesn't really show much but for this behaviour it would be easier to use a CharacterController for it's specific properties and functions such as isGrounded and Move(). A CharacterController is similar to isKinematic and will do exactly what you tell it like a static object but takes physics into consideration.

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Answer by karol_2502 · Dec 13, 2019 at 02:11 PM

https://drive.google.com/open?id=12vr8NS1IcQ8zJOsT-QX2nTYyCpbkRws5 In this video, I show how the player movement looks like and platform move. I increased the space between the next spawning platform to better show how it looks. The player is static in Z-axis and only obstacles move toward him. You lose when you fall down of platform or hit an obstacle.

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