In my game the player can rotate the floor, a cube, using the arrow buttons. My problem with this is that when the cube is rotated, the character does not stick to it, to the contrary, the character either goes flinging off into the distance, or through the cube (the floor) itself. I have no idea how to make it stick to the floor at all times so that when it reaches the corner, rather than going off into the distance, it will just go round the 90 degree angle onto the next plane. I assume this is a matter of scripting rather than of mesh colliders and rigid bodies, as i have exhausted both.
Well, you could make your character a child of the cube as long as he is walking on it.
I would do a constant raycast with direction Vector3(0,-1,0) but thats just a first idea i got.