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Question by FreemanPixelz · Aug 12, 2013 at 10:58 AM · charactercontrollerplatformrotatingfalls

[Unity Issue] CharacterController falls through rotating platform

Hello,

I already read some solutions about solving the moving platforms issues but these solutions don't work with rotating platforms.

You can watch on youtube my issue. The CharacterController falls through the rotating platform: https://www.youtube.com/watch?v=gss_g-0xyDU

Do you have a solution?

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avatar image ZenithCode · Aug 12, 2013 at 09:11 PM 0
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I had a similar problem once and I solved it by 'parenting' the character to platform whilst moving (in my case it was an elevator that goes up rapidly).

As soon as I jump off I 'unparent' back.

avatar image FreemanPixelz · Aug 13, 2013 at 05:55 AM 0
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Actually I tried the parent solution but it doesn't work with a rotating platform... Is it a bug in Unity engine?

avatar image Xtro · Aug 13, 2013 at 02:07 PM 0
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Holy! is he the Prince of Persia ? :)

avatar image FreemanPixelz · Aug 14, 2013 at 04:34 AM 1
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Yep but the game will be called Prince of Egypt ;)

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Answer by Xtro · Aug 13, 2013 at 02:11 PM

No, it's not a bug. CharacterController isn't designed to be pushed by other objects. I mean, you can implement it with your own logic, but moving (or rotating) platforms aren't included in its design.

I developed a platform game and implemented a moving platform behaviour with character controller like you did. But I didn't have a rotating platforms.

I think the rotating platform implementation should be improved to be able to handle the rotation.

Can you post your rotating platform implementation here ?

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avatar image FreemanPixelz · Aug 13, 2013 at 09:14 PM 0
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Hi Xtro,

Thanks for your help.

This is the code:

 using UnityEngine;
 using System.Collections;
 
 public class RotativeVerticalAxisPlatformScript : $$anonymous$$onoBehaviour {
     
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
         
         transform.Rotate(0.0f, 0.0f, 5.0f * Time.deltaTime);
     }
 }
 
avatar image Xtro · Aug 13, 2013 at 11:01 PM 0
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No. Rotating platform implementation is not the rotation script. The character script should handle the attachment to a moving(rotating) platform. Right? I wanted to see that part of the character script.

Unless you write some code to handle that attachment, character controller won't even react to any moving object under itself.

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