Skip to content

CVR Movement Parent

Makes the player stick to an object or platform and inherit its movement.


Fields

Name Type Description
orientationMode OrientationMode Determines if the player rotates with the parent object.
velocityInheritance VelocityInheritanceMode Controls how the player inherits velocity from the platform.
applyForcesFromPlayers bool If true, players will apply force onto the parent's rigidbody during movement interactions.

Enums

VelocityInheritanceMode

Name Value Description
None 0 No velocity is inherited.
Parent 1 Velocity is sampled from the platforms transform position. This is legacy behaviour.
Reference 2 Velocity is sampled from the point which the player is standing on the platform.

OrientationMode

Name Value Description
Disabled 0 The player does not rotate with the parent object.
RotateWithParent 1 The player inherits the parent's rotation movement.

When To Move Platforms

It is best to configure the platform to move in Fixed Update if using Scripting or if using an Animator setting it to update with physics. The local player character controller simulates in physics update, so you will have visual jitter if your platform moves outside of physics update.

Player Relative Sync

When a player is standing on a platform remote users will see the player anchored relative to the platform. This is done to prevent the player from visually appearing behind the platform when it moves. You can use this mechanic to purposefully de-sync player positions across clients.

Using On Local Avatar

This component is disabled on the locally worn avatar to prevent issues with player physics and movement. Remote users will still see the component and interact with it as expected.