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Answer by CaKeMeaT

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Can you try not parenting, just keep track of a new reference variable - GameObject PlatFormIAmOn. When you OnCollisionStay on it: PlatFormIAmOn = collision.transform.gameobject; and then in your Update() just compensate local velocity/position/etc with the PlatFormIAmOn velocition/position/etc if your GameObject is not null. Then when jumping make it null again. Maybe? sorry for the pseudo code

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