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Unity3d lifting platform (no lag) dont use it!!! see https://gist.github.com/nicloay/9662874
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using UnityEngine; | |
using System.Collections; | |
public class LiftingPlatformController : MonoBehaviour { | |
public float routeLenght = 10; | |
public float verticalSpeed = 10; | |
[Range (0,1)] | |
public float startRelativePosition=0; | |
public bool goUp; | |
Vector3 basePosition, remotePosition; | |
void Start(){ | |
basePosition = transform.position; | |
remotePosition = getRemotePosition(); | |
transform.position = Vector3.Lerp(basePosition, remotePosition, startRelativePosition); | |
updateVelocity(); | |
} | |
Vector2 velocity; | |
void Update(){ | |
if (goUp && (transform.position.y - remotePosition.y) > 0){ | |
goUp = false; | |
updateVelocity(); | |
} else if (!goUp && (transform.position.y - basePosition.y) <0){ | |
goUp = true; | |
updateVelocity(); | |
} | |
rigidbody2D.velocity = velocity; | |
} | |
void updateVelocity(){ | |
velocity = new Vector2(0, goUp ? verticalSpeed : -verticalSpeed); | |
} | |
Vector3 getRemotePosition(){ | |
return basePosition + new Vector3(0, routeLenght, 0); | |
} | |
void OnDrawGizmos(){ | |
if (Application.isPlaying){ | |
Gizmos.DrawLine(basePosition, remotePosition); | |
} else { | |
Vector2 boxSize = (collider2D as BoxCollider2D).size; | |
basePosition = transform.position; | |
remotePosition = getRemotePosition(); | |
Gizmos.DrawLine(transform.position, remotePosition); | |
Gizmos.DrawCube(Vector3.Lerp(basePosition, remotePosition, startRelativePosition),boxSize); | |
} | |
} | |
} |
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