So I’m making a parkour game with moving objects, but my player character won’t stick to the objects. If it helps, here’s my player movement script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class MoveCube : MonoBehaviour
{
public Camera playerCamera;
public float walkSpeed = 6f;
public float jumpPower = 7f;
public float gravity = 10f;
public float lookSpeed = 2f;
public float lookXLimit = 90f;
Vector3 moveDirection = Vector3.zero;
float rotationX = 0;
public bool canMove = true;
CharacterController characterController;
void Start()
{
characterController = GetComponent<CharacterController>();
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
void Update()
{
Vector3 forward = transform.TransformDirection(Vector3.forward);
Vector3 right = transform.TransformDirection(Vector3.right);
float curSpeedX = canMove ? (walkSpeed) * Input.GetAxis("Vertical") : 0;
float curSpeedY = canMove ? (walkSpeed) * Input.GetAxis("Horizontal") : 0;
float movementDirectionY = moveDirection.y;
moveDirection = (forward * curSpeedX) + (right * curSpeedY);
#region Handles Jumping
if (Input.GetButton("Jump") && canMove && characterController.isGrounded)
{
moveDirection.y = jumpPower;
}
else
{
moveDirection.y = movementDirectionY;
}
if (!characterController.isGrounded)
{
moveDirection.y -= gravity * Time.deltaTime;
}
#endregion
characterController.Move(moveDirection * Time.deltaTime);
if (canMove)
{
rotationX += -Input.GetAxis("Mouse Y") * lookSpeed;
rotationX = Mathf.Clamp(rotationX, -lookXLimit, lookXLimit);
playerCamera.transform.localRotation = Quaternion.Euler(rotationX, 0, 0);
transform.rotation *= Quaternion.Euler(0, Input.GetAxis("Mouse X") * lookSpeed, 0);
}
}
}