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Question by Tom01098 · Mar 26, 2016 at 06:23 PM · c#lerpvector2vector3.lerp

Lerping at a constant rate?

I'm using the basic code for Lerping between two points:

 while(t <= 1)
                 {
                     t += Time.deltaTime * speed;
     
                     transform.position = Vector2.Lerp(a, b, t);
     
                     yield return null;
                 }

Now, because this position it needs to move to (b) is being recalculated 10 times a second (used for a 2d AI following the player), the actual speed it is moving at is constantly changing, due to t's incrementation being somewhat relative.

Does anyone have a solution for lerping at a constant speed, regardless of distance?

Thanks - Tom01098

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Answer by Downstream · Mar 26, 2016 at 08:25 PM

@Tom01098

Why are you using Lerp instead of something that is actually constant when changing the start and end position? For example monster.position += (player.position - monster.position).normalized * speed * Time.deltaTime should work.

(Lerp cannot be constant unless you clamp it or something, which is just complicating things for no reason. If you start at 0 and your end point is at 1 then 1/10th of the way there will be 0.1, if your end point is 2 then it's 0.2.)

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avatar image Tom01098 · Mar 26, 2016 at 10:01 PM 0
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Aha! That's actually a really nice piece, thanks for clarifying!

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Answer by meat5000 · Mar 26, 2016 at 08:23 PM

Why increment t at all? If you are moving your goalposts your t simply determines your step size.

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