How can I get the player to stay on the moving platform? (2D platformer) (218853)

How can I get the player to stay on the moving platform? Here is the code for the moving platform:

using UnityEngine;
using System.Collections;

public class MovingPlatform : MonoBehaviour
{
public Vector3 finishPos = Vector3.zero;
public float speed = 0.5f;

private Vector3 _startPos;
private float _trackPercent = 0;
private int _direction = 1;

// Use this for initialization
void Start()
{
    _startPos = transform.position;
}

void OnDrawGizmos()
{
    Gizmos.color = Color.red;
    Gizmos.DrawLine(transform.position, finishPos);
}

// Update is called once per frame
void Update()
{
    _trackPercent += _direction * speed * Time.deltaTime;
    float x = (finishPos.x - _startPos.x) * _trackPercent + _startPos.x;
    float y = (finishPos.y - _startPos.y) * _trackPercent + _startPos.y;
    transform.position = new Vector3(x, y, _startPos.z);

    if ((_direction == 1 && _trackPercent > .9f) || (_direction == -1 && _trackPercent < .1f))
    {
        _direction *= -1;
    }
}

}

And PlayerController script

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class PlayerController : MonoBehaviour
{

public float speed;
public float jumpForce;
private float moveInput;

private Rigidbody2D rb;

private bool facingRight = true;

private bool isGrounded;
public Transform groundCheck;
public float checkRadius;
public LayerMask whatIsGround;

public int extraJumps;
public int extraJumpsValue;

private void Start()
{
    extraJumps = extraJumpsValue;
    rb = GetComponent<Rigidbody2D>();

}

private void FixedUpdate()
{
    isGrounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, whatIsGround);

    moveInput = Input.GetAxis("Horizontal");
    rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);

    if (facingRight == false && moveInput > 0)
    {
        Flip();
    }
    else if (facingRight == true && moveInput < 0)
    {
        Flip();
    }
}

private void Update()
{
    if (isGrounded == true)
    {
        extraJumps = extraJumpsValue;
    }

    if (Input.GetKeyDown(KeyCode.Space) && extraJumps > 0)
    {
        rb.velocity = Vector2.up * jumpForce;
        extraJumps--;
    }
    else if (Input.GetKeyDown(KeyCode.Space) && extraJumps == 0 && isGrounded == true)
    {
        rb.velocity = Vector2.up * jumpForce;
    }
}

void Flip()
{
    facingRight = !facingRight;
    Vector3 Scaler = transform.localScale;
    Scaler.x *= -1;
    transform.localScale = Scaler;
}

private void OnTriggerEnter2D(Collider2D col)
{
    if (col.tag == "Spike")
    {
        Scene scene;
        scene = SceneManager.GetActiveScene();
        SceneManager.LoadScene(scene.name);
    }
}

You could add a Trigger to the MovingPlatform and if the player enters the Trigger you can make the MovingPlatform its parent with:

private void OnTriggerEnter2D(Collider2D other) {
	if(other.GetComponent<PlayerController>() != null){
		other.transform.SetParent(transform);
	}
}

On the Event of the player leaving the MovingPlatform you remove the parent;

private void OnTriggerExit2D(Collider2D other) {
	if(other.GetComponent<PlayerController>() != null){
		other.transform.SetParent(null);
	}
}

Add both functions to the 2D-Collider, probably the MovingPlatform script.
Maybe you need to change the script a little if the Player already has a parent.