Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 Razputin · Nov 08, 2016 at 09:00 PM · coroutineontriggerenterwaitforsecondstransform.translatemoving platform

GameObject moving back and forth, moves slightly further left each time.

To explain better, the moving block gameobject will start at lets say X = 76. It will move left to X = 69. Then it will start to return towards X=76 but instead it will stop at around 75.9. Then it will move left to 68.9. So it will continuously move slightly more to the left with each pass. I don't want to use Mathf.PingPong.

 public class MovingBlock : MonoBehaviour
 {
 
     public bool inTrigger = false;
     private bool cR = true;
     public bool left, right, up, down;
     public float vel = 5;
     public float timeToMove;
     private bool currentPhase;
 
     void Update()
     {
         if (inTrigger == true)
         {
             if (cR == true)
             {
                 StartCoroutine(Move());
                 cR = false;
             }
             if(currentPhase == true)
             {
                 if (down == true)
                 {
                     transform.Translate(Vector2.down * Time.deltaTime * vel);
                 }
                 if (left == true)
                 {
                     transform.Translate(Vector2.left * Time.deltaTime * vel);
                 }
                 if (right == true)
                 {
                     transform.Translate(Vector2.right * Time.deltaTime * vel);
                 }
                 if (up == true)
                 {
                     transform.Translate(Vector2.up * Time.deltaTime * vel);
                 }
             }
             if(currentPhase == false)
             {
                 if (down == true)
                 {
                     transform.Translate(Vector2.up * Time.deltaTime * vel);
                 }
                 if (left == true)
                 {
                     transform.Translate(Vector2.right * Time.deltaTime * vel);
                 }
                 if (right == true)
                 {
                     transform.Translate(Vector2.left * Time.deltaTime * vel);
                 }
                 if (up == true)
                 {
                     transform.Translate(Vector2.down * Time.deltaTime * vel);
                 }
             }
         }
     }
 
     private IEnumerator Move()
     {
         currentPhase = true;
         yield return new WaitForSeconds(timeToMove);
         currentPhase = false;
         yield return new WaitForSeconds(timeToMove);
         cR = true;
     }
 
     void OnTriggerEnter(Collider other)
     {
         if (other.GetComponent<Collider>().tag == "Player")
         {
             inTrigger = true;
             cR = true;
         }
     }
 }
 
Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by conman79 · Nov 09, 2016 at 01:01 AM

Your issue is caused by "floating point inaccuracy".

A workaround in your situation would be to check if the position is within a small range of your desired position, and if so then move to the desired position.

Comment
Add comment · Show 1 · Share
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 Razputin · Nov 09, 2016 at 03:01 AM 0
Share

switch it to positions and it works good now, thanks

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

61 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How can i get this Delay script to work? 1 Answer

How to implement a "wait" after an animation has finished? 2 Answers

How to make loop with call to IEnumerator actually pause? 2 Answers

WaitForSeconds Not Working 4 Answers

Problem with coroutine 2 Answers


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