private void OnTriggerStay(Collider other) //addforce to player and enemies that enter the trigger in the rotation direction { IEffectable effectable = other.GetComponent <IEffectable>(); if (effectable != null) { if (obsType == ObstacleType.RotatingPlatform) { //Vector3 forceToAdd = force * -Vector3.right * Mathf.Sign(rotationSpeed); Vector3 forceToAdd = -force * new Vector3(Mathf.Cos(Time.deltaTime) * 0.36f, Mathf.Sin(Time.deltaTime) * 0.36f, 0f) * Mathf.Sign(rotationSpeed); effectable.ApplyForce(forceToAdd, ForceMode.Force); } } }