Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 11 Next capture
2021 2022 2023
1 capture
11 Jun 22 - 11 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by brentshermana · Jul 14, 2015 at 04:48 PM · functionsupdate functionupdate problemrefresh

refactoring functions which *must* be in Update()

I want to create a function called 'slideTo(Vector3 destination)' which uses Vector3.MoveTowards() to, as the name suggests, slide a transform from its current destination to the Vector3 given as a parameter.

Here's my issue: Vector3.MoveTowards() is best used within Update(), and it would have to be called multiple times (with Time.deltaTime) to get the sliding effect I want. However, the slideTo() definition would by necessity have to be located outside of Update().

How should I resolve this paradox?

Just to be clear, here's some code that demonstrates what I'd like to happen:

 using UnityEngine;
 using System.Collections;
 
 public class Example : MonoBehaviour {
     
     public Vector3 destination;
 
     void Update() {
         if (Input.GetKeyDown(KeyCode.WhoCares)) {
             slideTo(destination);
         }
     }
     
     void slideTo(Vector3 v3) {
         // ...? //
         
         // I want this sliding to take place over multiple frames, 
         // so that the player can actually *see* it, therefore I've ruled
         // out using some form of internal loop
     }
Comment
Add comment · Show 6
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image brentshermana · Jul 14, 2015 at 01:59 PM 0
Share

That's true, but let's say I want to make this sliding occur over, let's say one full second. is it not true that slideTo would only be called - and therefore have to run - during the single frame when the Input.Get$$anonymous$$eyDown() returned true?

avatar image Hellium · Jul 14, 2015 at 02:01 PM 1
Share

Then you should use Coroutines + Lerp. It's an elegant way to do what you want.

https://unity3d.com/learn/tutorials/modules/intermediate/scripting/coroutines

avatar image brentshermana · Jul 14, 2015 at 02:04 PM 0
Share

Never worked with coroutines before, but I will definitely check it out

avatar image Hellium · Jul 14, 2015 at 02:11 PM 0
Share

Just make sure you are not calling the coroutine every frame (with a boolean for instance)

avatar image Hellium · Jul 14, 2015 at 04:44 PM 2
Share

Then, you don't know the basic way to use Lerp. There is the basic ("true") one with constant velocity, and the way the Unity's tutorial uses it (with a slow moment in the end).

See my answer on this questions for more details :

http://answers.unity3d.com/questions/998544/having-difficulty-with-lerp.html

Though, you can use Vector3.$$anonymous$$oveTowards(), it's just a matter of preference.

Show more comments

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

C# void FixedUpdate() only updating once 1 Answer

Finding object in update function not working. 0 Answers

UI Slider looses control in Update function 1 Answer

update function doesnt work at all! 1 Answer

Why Instantiated prefabs in continuous position sequence are overlapping on update?? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges