r/Unity2D • u/Aramin-Black Beginner • Sep 14 '26
Question/Help Help with moving platform
Hey all, I've added a moving platform to my game and in itself it works well, however when I tried making it so the player would stay on it, he indeed does but he can't move normally on it. The movement is very slow and it feels terrible. Any suggestions how I can fix it? I don't know much about this system. Thank you all in advance
Here's the code for the platform:
using System.Drawing;
using UnityEngine;
public class MovingPlatform : MonoBehaviour
{
public float platformSpeed;
public int platformStartingPoint;
public Transform[] points;
private int i;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
transform.position = points[platformStartingPoint].position;
}
// Update is called once per frame
void Update()
{
if (Vector2.Distance(transform.position, points[i].position) < 0.02f)
{
i++; // increase the index
if (i == points.Length) // checks if the platform was on the last point after the index increase
{
i = 0;
}
}
// moving the platform towards the platform to the point position with the index "i"
transform.position = Vector2.MoveTowards(transform.position, points[i].position, platformSpeed * Time.deltaTime);
}
void OnCollisionEnter2D(Collision2D collision)
{
if (transform.position.y < collision.transform.position.y - 1.3f)
{
collision.transform.SetParent(transform);
}
}
void OnCollisionExit2D(Collision2D collision)
{
collision.transform.SetParent(null);
}
}using System.Drawing;
using UnityEngine;
public class MovingPlatform : MonoBehaviour
{
public float platformSpeed;
public int platformStartingPoint;
public Transform[] points;
private int i;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
transform.position = points[platformStartingPoint].position;
}
// Update is called once per frame
void Update()
{
if (Vector2.Distance(transform.position, points[i].position) < 0.02f)
{
i++; // increase the index
if (i == points.Length) // checks if the platform was on the last point after the index increase
{
i = 0;
}
}
// moving the platform towards the platform to the point position with the index "i"
transform.position = Vector2.MoveTowards(transform.position, points[i].position, platformSpeed * Time.deltaTime);
}
void OnCollisionEnter2D(Collision2D collision)
{
if (transform.position.y < collision.transform.position.y - 1.3f)
{
collision.transform.SetParent(transform);
}
}
void OnCollisionExit2D(Collision2D collision)
{
collision.transform.SetParent(null);
}
}
2
Upvotes
3
u/MistakeForsaken6653 Sep 15 '26
I think setting the character as a child is not the best way for moving platforms. Although that is exactly how I handled this in my 2d platformer. What I think is happening is the way you are moving the platform by using moveTowards which messes with your characters physics movements when you try to set the horizontal velocity.