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Question by amseabrook · Feb 16, 2020 at 08:36 PM · newbiebuild and runfloatingmathf.sin

Object floats fine within Unity but constantly falls when running build version

Hey everyone,

I was wondering if you could help me, i'm very new at unity and i'm having a problem with an object that floats up and down. It seems to animate fine within the Unity preview but when I run a build version it constantly falls. My code is below —

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerMotor : MonoBehaviour
 {
     private const float LANE_DISTANCE = 1.5f;
 
     //Movement
     private CharacterController controller;
     private float speed = 7.0f;
     private int desiredLane = 1; //0 = Left, 1 = Middle, 2 = Right
 
     //Bob animation
     private float verticalSpeed = 4f;
     private float amplitude = 0.2f;
 
     private void Start()
     {
         controller = GetComponent<CharacterController>();
       
     }
 
     private void Update()
     {
         //Gather the inputs on which lane we should be
         if (Input.GetKeyDown(KeyCode.LeftArrow))
             MoveLane(false);
         if (Input.GetKeyDown(KeyCode.RightArrow))
             MoveLane(true);
 
         //Calculate where we should be in the future
         Vector3 targetPosition = transform.position.z * Vector3.forward;
         if (desiredLane == 0)
             targetPosition += Vector3.left * LANE_DISTANCE;
         else if (desiredLane == 2)
             targetPosition += Vector3.right * LANE_DISTANCE;
 
         // Let's calculate our move delta
         Vector3 moveVector = Vector3.zero;
         moveVector.x = (targetPosition - transform.position).normalized.x * speed;
         moveVector.y = Mathf.Sin(Time.realtimeSinceStartup * verticalSpeed) * amplitude;
         moveVector.z = 0;
 
         //Move the moon
         controller.Move(moveVector * Time.deltaTime);
         
     }
 
     private void MoveLane(bool goingRight)
     {
         desiredLane += (goingRight) ? 1 : -1;
         desiredLane = Mathf.Clamp(desiredLane, 0, 2);
     }
 
 }

Many thanks!

Andrew

note: just to follow up I think it's these two which seem to be conflicting

 moveVector.x = (targetPosition - transform.position).normalized.x * speed;
 
 moveVector.y = Mathf.Sin(Time.realtimeSinceStartup * verticalSpeed) * amplitude;



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