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I've been trying to get my character to move along with my moving platform (like when i jump unto the platform it carries me long with it), but so far have been unable to do so. var targetA : GameObject; var speed : float = 0.1; function FixedUpdate () So if anyone can help me, pleaso do.
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There are already multiple answers for this question on the site. Please use the search option for next time. These Answers should get you started. If questions remain after reading those, feel free to post them. I already checked those answers and I couldn't get it working with my character. That's why I asked the question myself, providing my own information, hoping that would help.
Feb 24 '10 at 10:38 PM
CracksisT
Not sure which option would be best, but I'd try to implement those other solutions first and ask questions in those answers via comments. What exactly didn't work when you tried those solutions? There are multiple answers provided, so it's not very likely that somebody is going to take the time and come up with something totally new here. Was the joint a problem? Try to break your platform/project down so you can get it to work with one of the provided solutions and so that you understand how they got it working, then expand to suit your needs. But that's just a thought.
Feb 24 '10 at 11:08 PM
Sebas
When I use 'Answer1' I get an error saying: Assets/CharStickPlatform.js(26,44): BCE0020: An instance of type 'FPSWalker' is required to access non static member 'speed'. How do I solve this?
Apr 03 '10 at 06:35 PM
CracksisT
Do you use the Character Controller with the FPSWalker script? The script for Answer1 requires you to use the FPSWalker script, because it refers to its variable speed.
Apr 04 '10 at 12:02 AM
Sebas
No I probably didn't cause I don't know how to do this. (But I'm not trying to make a FPS, I'm trying to make a 3rd person game.)
Apr 17 '10 at 05:17 PM
CracksisT
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Can't you make the player a child to the platform with On trigger stay/exit events? That way the player will move, rotate, etc with the platforms movements AND speed, while still having their own controls.
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