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Question by LuckyyyRed · Apr 01, 2021 at 10:20 AM · scripting problemmovement scriptroad

How to fix bugg, when i jump road disapears

I have problem when i jump in game road script mess up and delete below me road the road logic that road fallows player and destroy segments be$$anonymous$$nd $$anonymous$$m and add infront but when i added touch support for playing and everyt$$anonymous$$ng works until i jump heres script for movement end for road logic

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
     public float movmet_s = 10f;
     public SpawnHandler sh;
     public Joystick joy;
     Rigidbody rb;
     bool isGrounded = true;
     protected float hMovement;
     protected float vMovement;
 
 
     private float ScreenWidth;
     public float jumpForce = 2.0f;
 
     Animator anim;
 
     // Start is called before the first frame update
     void Start()
     {
         ScreenWidth = Screen.width;
         rb = GetComponent<Rigidbody>();
         anim = GetComponent<Animator>();
     }
 
     // Update is called once per frame
     void Update()
     {
         Movement();
 
     }
     private void FixedUpdate()
     {
         
     }
 
     private void OnTriggerEnter(Collider other)
     {
         sh.SpawnOnTrigger();
     }
     
     private void OnCollisionStay(Collision collision)
     {
         if(collision.gameObject.tag == "PUT")
         {
            // isGrounded = true;
         }
     }
     
     private void Movement()
     {
 
         hMovement = joy.Horizontal * (movmet_s / 2);
         vMovement = joy.Vertical * movmet_s;
 
         transform.Translate(new Vector3(hMovement, 0, vMovement) * Time.deltaTime);
 
         if (Input.touchCount > 0)
         {
             Touch touch = Input.GetTouch(0);
             Touch touch02 = Input.GetTouch(1);
             if (touch02.position.x > ScreenWidth / 2 /*&& isGrounded == true*/)
             {
                 isGrounded = false;
                 rb.AddForce(0,jumpForce,0,ForceMode.Impulse);
             }
         }
     }
 }

And t$$anonymous$$s is Road logic

 using System.Collections;
 using System.Collections.Generic;
 using System.Linq;
 using UnityEngine;
 
 public class RoadHandler : MonoBehaviour
 {
     public List<GameObject> roads;
     [SerializeField]private float offset = 35f;
 
     private void Start()
     {
         if(roads != null && roads.Count > 0)
         {
             roads = roads.OrderBy(r => r.transform.position.x).ToList();
         }
     }
     private void Update()
     {
         
     }
     public void MoveRoad()
     {
         GameObject moveRoads = roads[0];
         
         roads.Remove(moveRoads);
         float newX = roads[roads.Count - 1].transform.position.x + offset;
         moveRoads.transform.position = new Vector3(newX, 0, 0);
         roads.Add(moveRoads);
 
     }
 }
 
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