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Children not moving with parent when parent becomes a child.
I'm working on a moving platform script and everything is working great except when I parent the player to the moving platform.
public class MovingPlatform : MonoBehaviour
{
public Vector3[] points;
public int pointNumber = 0;
private Vector3 currentTarget;
public float tolerance;
public float speed;
public float delayTime;
private float delayStart;
public bool automatic;
private void Start()
{
if (points.Length > 0)
{
currentTarget = points[0];
}
tolerance = speed * Time.deltaTime;
}
private void FixedUpdate() //Using FixedUpdate because of character controller
{
if (transform.position != currentTarget)
{
MovePlatform();
}
else
{
UpdateTarget();
}
}
private void MovePlatform()
{
Vector3 heading = currentTarget - transform.position;
transform.position += (heading / heading.magnitude) * speed * Time.deltaTime;
if (heading.magnitude < tolerance)
{
transform.position = currentTarget;
delayStart = Time.time;
}
}
private void UpdateTarget()
{
if (automatic)
{
if (Time.time - delayStart > delayTime)
{
NextPlatform();
}
}
}
public void NextPlatform()
{
pointNumber++;
if (pointNumber >= points.Length)
{
pointNumber = 0;
}
currentTarget = points[pointNumber];
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "Player")
{
other.transform.parent = transform;
}
}
private void OnTriggerExit(Collider other)
{
other.transform.parent = null;
}
}
When the player enters the trigger the character controller stays on the platform but the camera moves elsewhere but is still controllable. When the player leaves the trigger and not a child of the platform anymore the camera snaps back to the player and works fine.
Answer by Crazyspawn · Jul 04, 2020 at 04:52 PM
I've found a work around by adding transform.position = new Vector3(playerBody.position.x, playerBody.position.y + 0.9f, playerBody.position.z);
into the Update function of my mouse look code but I'm not sure if this is the best way to handle it.
Answer by golaod · Jun 09, 2021 at 07:53 PM
It's an old topic, but I just had the same issue. I moved my old project to new unity and new render pipeline system and same script, same player and same platform stopped working.
After checking all the topics with rigidbody, OnTriggerStay, position correction and so on, I found out that there is 'auto sync transforms' option which was not enabled in my new project. When I reenabled it, things went back to normal. (Edit -> Project Settings -> Physics (or Physics 2d) -> Auto Sync Transforms
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