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Question by haam · Jun 11, 2017 at 03:11 PM · c#unity 5unity 2d

Instantiating A group of platform and moving them down

so Guys below is my Code for My PlaycontrollerScript and PlatformMover script what i am trying to achieve here is i want when my player jump on the platform that particular group of platform to go down ,basically like doodle jump ,but as i am doing something wrong here platform groups are spawning perfectly but its not moving ,i am pretty new to things. can someone give me an idea of what i am doing wrong or guide me to a tutorial or something any help will be appreciated. Long Story Short what i want to do it after my Group of platform instantiate which is working fine i want to move it down when the player jumps on it ,i want all of them(group of platforms) to move down a step.

 public GameObject[] easyGroups;
        public GameObject currentGroup;
        public GameObject nextGroup;
        public GameObject startingPlatform;
        public GameObject lastObjectJumped;
        public int rand;
        public int easyMin;
        public int easyMax;
        public Transform startingGroupTran;
        public Transform topSpawnTran;
        public Transform lowestTran;
        public float speedDown;
        public float toLerpDif;
        public Vector3 toLerp;
    
        // Use this for initialization
        void OnEnable ()
        {
            FirstGroupFunction();
    
    
        }
    
        void Update()
        {
            if (nextGroup.transform.position.y <= 0)
            {
                newGroup();
            }
    
            groupMoveFunction();
    
        }
    
        void FirstGroupFunction()
        {
            rand = Random.Range(easyMin, easyMax);
            currentGroup = Instantiate(easyGroups[rand], startingGroupTran.position, startingGroupTran.rotation) as GameObject;
            rand = Random.Range(easyMin, easyMax);
            nextGroup = Instantiate(easyGroups[rand], topSpawnTran.position, topSpawnTran.rotation) as GameObject;
            nextGroup.transform.SetParent(currentGroup.transform);
            startingPlatform.transform.SetParent(currentGroup.transform);
        }
        
    
        void groupMoveFunction()
        {
    
            currentGroup.transform.position = Vector3.Lerp(currentGroup.transform.position, toLerp, speedDown * Time.deltaTime);
        }
        // Update is called once per frame
        
        void newGroup()
        {
            nextGroup.transform.SetParent(null);
            Destroy(currentGroup);
            currentGroup = nextGroup;
            rand = Random.Range(easyMin, easyMax);
            nextGroup = Instantiate(easyGroups[rand], topSpawnTran.position, topSpawnTran.rotation) as GameObject;
            nextGroup.transform.SetParent(currentGroup.transform);
            toLerpDif = lastObjectJumped.transform.position.y - lowestTran.position.y;
            toLerp = new Vector3(0, currentGroup.transform.position.y - toLerpDif, 0);
    
        }
    }
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avatar image haam · Jun 11, 2017 at 03:13 PM 0
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  public class Pandacontroller : $$anonymous$$onoBehaviour {
    
        public float maxSpeed = 10f;
        bool facingRight = true;
    
        Animator anim;
    
        bool grounded = false;
        public Transform groundCheck;
        float groundRadius = 0.2f;
        public float jumpForce = 700f;
        public Layer$$anonymous$$ask whatisGround;
        public Platform$$anonymous$$over controller;
        public string lastjump;
        public GameObject panda;
        public Rigidbody2D pandaRigid;
        public bool isJumping;
        public int jumptop;
        public Vector3 toLerp;
    
    
        // Use this for initialization
        void OnTriggerEnter2d(Collider2D other)
        {
            if (other.tag == "Platforms")
            {
                isJumping = true;
                pandaRigid.gravityScale = 0;
                pandaRigid.velocity = Vector3.zero;
            }
    
            if(other.tag == "Platforms")
            {
                lastjump = "Platforms";
                controller.lastObjectJumped = other.gameObject;
                controller.toLerpDif = controller.lastObjectJumped.transform.position.y - controller.lowestTran.position.y;
                controller.toLerp = new Vector3(0, controller.currentGroup.transform.position.y - controller.toLerpDif, 0);
            }
        }
    
        void Start ()
        {
            anim = GetComponent<Animator>();
    
    
        }
    
    
        
        
        void FixedUpdate ()
        {
            grounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatisGround);
            anim.SetBool("Ground", grounded);
            anim.SetFloat("vSpeed", GetComponent<Rigidbody2D>().velocity.y);
    
    
    
    
            float move = Input.GetAxisRaw("Horizontal");
            GetComponent<Rigidbody2D>().velocity = new Vector2(move * maxSpeed, GetComponent<Rigidbody2D>().velocity.y);
    
            anim.SetFloat("speed", $$anonymous$$athf.Abs(move));
             
    
            //flip
            if (move > 0 && !facingRight)
                flip();
            else if (move < 0 && facingRight)
                flip();
    
            
            
        }
    
        void Update()
        {
            if (grounded && Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.Space))
            {
                anim.SetBool("Ground", false);
                GetComponent<Rigidbody2D>().AddForce(new Vector2(0, jumpForce));
            }
    
        }
    
        void flip()
            {
            facingRight = !facingRight;
    
            Vector3 theScale = transform.localScale;
            theScale.x *= -1;
            transform.localScale = theScale;
    
        }
    }

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