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Question by drandev · Apr 02, 2020 at 01:03 PM · rigidbody2dphysics2drigidbody.moveposition

RigidBody.MovePosition won't stop even after reaching the destination

I am creating an elevator of which constantly moves from Point A to Point B.
I cannot just use transform.position ( location here * speed here etc) since I have a player that has a rigidbody, and if using that it would flicker my player out whenever I am on the elevator. I also tried parenting the Player whenever its on the elevator (and de-parents it when it jumps etc), that fixes the flickering however it somewhat bugs the player's jumping mechanism.

Last resort is using a rigidbody to my elevator and moves it with this code:

        private void FixedUpdate() {
             Vector2 l_mypos = new Vector2(transform.position.x, transform.position.y);
             Vector2 l_target = new Vector2(_targetPoint.position.x, _targetPoint.position.y);
 
             if (l_mypos != l_target)
             {
                 MoveElevator(l_target);
                 Debug.Log(l_mypos + " - " + l_target);
             }
             else
             {
                 Debug.Log("reached");
             }
       }
 
 private void MoveElevator(Vector2 toTarget)
     {
         Vector2 direction = (toTarget - (Vector2)transform.position).normalized;
         _elevatorRB.MovePosition((Vector2)transform.position + direction * _speed * Time.deltaTime);
 
     }


This moves the elevator towards the direction given, however it doesn't reach the "reached" condition. I placed a debug.log there to see both mpos and target to see the differences. It ends with 0, 10, 0 - 0, 10, 0 meaning both my target and the elevator's position is already the same. However it doesn't reach the else condition, and the elevator keeps flickering at Point B.

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