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Question by M_Shaban_Ali · Aug 17, 2016 at 04:37 PM · uisliderbar

Fill Slider slowly to a given value.

Hi...! I am using a slider in way a that a object catches another object and its according to value of other object my slider value changes accordingly. when slider value changes its handler goes directly to that value. I want to go slowly like its filling up, like we fill a water of glass in real life. Any Ideas how can I do it?

Sorry for bad English. Thanks in advance. :)

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Answer by Jessespike · Aug 17, 2016 at 05:41 PM

SliderFill.cs

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 
 [RequireComponent(typeof(Slider))]
 public class SliderFill : MonoBehaviour {
 
     public float fillSpeed = 1.0f;
 
     private Slider slider;
     private RectTransform fillRect;
     private float targetValue = 0f;
     private float curValue = 0f;
 
     void Awake () {
         slider = GetComponent<Slider>();
 
         //Adds a listener to the main slider and invokes a method when the value changes.
         slider.onValueChanged.AddListener (delegate {ValueChange ();});
 
         fillRect = slider.fillRect;
         targetValue = curValue = slider.value;
     }
 
     // Invoked when the value of the slider changes.
     public void ValueChange()
     {
         targetValue = slider.value;
     }
         
     // Update is called once per frame
     void Update () {
         curValue = Mathf.MoveTowards(curValue, targetValue, Time.deltaTime * fillSpeed);
 
         Vector2 fillAnchor = fillRect.anchorMax;
         fillAnchor.x = Mathf.Clamp01(curValue/slider.maxValue);
         fillRect.anchorMax = fillAnchor;
     }
 }
 

Things can be changed for different effect. For example, Mathf.MoveTowards to Mathf.Lerp will make the fill update less linear.

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avatar image ChichoRD · Jan 23, 2021 at 05:36 PM 0
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Hi, Im using your script to show the stats for the different characters of my game. It works perfectly but for one thing: In the exact frame you change the value it flickers to the desired value and then slowly changes the value. So is there a way to avoid this first frame flick?

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Answer by Voyder_Rozann · Feb 24, 2017 at 12:49 PM

You can do 'Mathf.Lerp'

There's a example :

 public class Example : MonoBehaviour
 {
     public float thedamage;
     public float variable;
     public float actualvariable;
 
     private void Start()
     {
         // Both of theses floats have to be the same!
         variable = 5f;
         actualvariable = 5f;
 
         // Example damage
         thedamage = 1;
     }
 
     void DamageExample()
     {
         actualvariable -= thedamage;
     }
 
     private void Update()
     {
         variable = Mathf.Lerp(variable, actualvariable, 4 * Time.deltaTime);
         // And you can ajust the speed by changing the '4' number !
     }
 }
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