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Question by piyrus · Oct 06, 2020 at 10:19 AM · transform.position

transform.position is not moving object

I am trying to change an object's position once it touches a certain z value, but the object's actual position doesn't change. The object is not marked as static. This is my first day of unity so unfortunately I might be making an obvious mistake without realizing it.

The lines where I am trying to change the position is

      if (transform.position.z > 50 || transform.position.y < 0)
      {
          transform.position = new Vector3(transform.position.x, 25.49f, 9f);
      }

The below code is the entire file

 using System.Collections; using System.Collections.Generic; using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour {
     public Transform FLWheel;
     public Transform FRWheel;
 
     public CharacterController controller;
 
     public float rotationSpeed = 50f;
     public float speed = 12f; // Turn Speed
     public float gravity = -9.81f;
 
     
     public Transform groundCheck; // Reference to Object
     public float groundDistance = 0.4f; // Radius of sphere groundCheck object
     public LayerMask groundMask; // Control what objects the sphere should check for
 
     Vector3 velocity;
     bool isGrounded;
 
     // Update is called once per frame
     void Update()
     {
         // reset car when looping or when falling
         if (transform.position.z > 50 || transform.position.y < 0)
         {
             transform.position = new Vector3(transform.position.x, 25.49f, 9f);
         }
 
         isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
 
         if (isGrounded && velocity.y < 0)
         {
             velocity.y = -0.1f;
         }
 
         // Gravity
         velocity.y += gravity * Time.deltaTime;
         controller.Move(velocity * Time.deltaTime);
 
         float x = Input.GetAxis("Horizontal");
         float z = Input.GetAxis("Vertical");
 
 
         Vector3 move = transform.forward * z;
 
         // Turning
         if (move != Vector3.zero)
         {
             float direction = (Vector3.Dot(transform.forward, move)
 > 0) ? 1 : -1;
             Vector3 rotation = Vector3.up * x * rotationSpeed * Time.deltaTime * direction;
             transform.Rotate(rotation);
             
         }
 
         // Move car across x axis        
         controller.Move(move * speed * Time.deltaTime);
     } }





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