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Question by Susorodni · Apr 13, 2020 at 01:16 AM · c#rotationcharactercontrollerprogrammingscale

[SOLVED] - Issues with Character Controller and Moving Platform

I am working on a simple platformer, but with a 3D visualization. I have a capsule character and a moving platform to the right of the character's platform. So this is what it looks like when the scene is enabled: alt text

However, with the character controller I have had several issues with both the Character Controller and the moving platform. First, here is my code for the player:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Player : MonoBehaviour
 {
     [SerializeField] private float _speed = 5f;
     [SerializeField] private float _gravity = 1.0f;
     [SerializeField] private float _jumpHeight = 15.0f;
     [SerializeField] private int _coins;
     private float _yVelocity;
     private bool _canDoubleJump = false;
     private CharacterController _controller;
     private UIManager _uiManager;
     // Variable for player coins
     
     void Start()
     {
         _controller = GetComponent<CharacterController>();
         _uiManager = GameObject.Find("Canvas").GetComponent<UIManager>();
         if (_uiManager == null)
         {
             Debug.LogError("The UI Manager is NULL!");
         }
     }
 
     // Update is called once per frame
     void Update()
     {
         CalculateMovement();
     }
 
     private void CalculateMovement()
     {
         float horizontalInput = Input.GetAxis("Horizontal");
         Vector3 direction = new Vector3(horizontalInput, 0, 0);
         Vector3 velocity = direction * _speed;
 
         if (_controller.isGrounded)
         {
             if (Input.GetKeyDown(KeyCode.Space))
             {
                 _yVelocity = _jumpHeight;
                 _canDoubleJump = true;
             }
         }
         else
         {
             if (Input.GetKeyDown(KeyCode.Space))
             {
                 if (_canDoubleJump)
                 {
                     _yVelocity += _jumpHeight;
                     _canDoubleJump = false;
                 }
             }
 
             _yVelocity -= _gravity;
         }
 
         velocity.y = _yVelocity;
         _controller.Move(velocity * Time.deltaTime);
     }
 
     public void AddCoins()
     {
         _coins++;
         _uiManager.UpdateCoinDisplay(_coins);
     }
 }

This is my code for the moving platform:

 using System;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class MovingPlatform : MonoBehaviour
 {
     [SerializeField] private Transform _targetA, _targetB;
     [SerializeField] private GameObject _player;
     private float _speed = 1.0f;
     private bool _switching = false;
 
     // Update is called once per frame
     void FixedUpdate()
     {
         if (_switching == false)
         {
             transform.position = Vector3.MoveTowards(transform.position, _targetB.position, _speed * Time.deltaTime);
         }
         else if (_switching)
         {
             transform.position = Vector3.MoveTowards(transform.position, _targetA.position, _speed * Time.deltaTime);
         }
         if (transform.position == _targetB.position)
         {
             _switching = true;
         }
         else if (transform.position == _targetA.position)
         {
             _switching = false;
         }
     }
 
     private void OnTriggerEnter(Collider other)
     {
         if (other.CompareTag("Player"))
         {
             other.transform.parent = transform;
         }
     }
 
     private void OnTriggerExit(Collider other)
     {
         if (other.CompareTag("Player"))
         {
             other.transform.parent = null;
         }
     }
 }


Issue 1: Character Rotation Now, I control my character on the horizontal input. However, when I begin to move left and right, the character begins to spin via the rotation aspect on the transform component. I am unaware of the issue of this, but a temporary solution I found was to put transform.SetPositionAndRotation(transform.position, Quaternion.identity); in my Update method for my Player script. This works, but I feel this is not the best solution for this problem.

Issue 2: Character changing Scale The scale is set to move between two invisible points, and when the player jumps on top of the platform, the player is set as a child of the platform. However, upon jumping off of the platform, the player looks sometimes like this: alt text

The moving platform has a RigidBody component, in case this may be the cause of this issue

Issue 3: Moving Force Many times when my character jumps on top of my platform, the character is pushed off of the platform on the x axis

I think that the biggest cause of this issue is the setting the character as a parent of the platform. I cannot find a way to only inherit the position, but any help I will greatly appreciate.

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Answer by Susorodni · Apr 24, 2020 at 01:33 PM

Okay, I actually found out the issue. I was using a Rigid Body component the whole time, and that messed everything up. I just removed it and everything was resolved.

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avatar image Murchurl · Oct 26, 2020 at 11:25 AM 0
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I've been following this same Udemy course and this solved my problem. Thanks for posting the solution once you found it :)

Just a note for others, the RigidBody was removed from both the $$anonymous$$ovingPlatform and Player.

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