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Question by ltrout1999 · Apr 08, 2016 at 06:43 AM · transformtranslate

Smoothing out how fast a gameobject moves?

I'm creating an endless runner kind of game, except you skate down a street. I'm going to have the player switch lanes the same way you would in Subway Surfers, by swiping left/right and jumping/diving by swiping up/down. I would like to smoothen out how fast the player switches and jumps. Right now here is my code: public class MoveRight : MonoBehaviour {

     void Update () 
     {
         transform.Translate(0f, 0f, .25f);
 
         if (Input.GetKeyDown (KeyCode.F)) 
         {
             transform.Translate (-2f, 0f, 0.25f);
         }
 
         if (Input.GetKeyDown (KeyCode.H)) 
         {
             transform.Translate (2f, 0f, 0.25f);
         }
 
         if (Input.GetKeyDown (KeyCode.G)) 
         {
             transform.Translate (0f, 3f, 0.5f);
         }
     }
 }

I've tried multiplying each by Time.deltaTime and it goes too slow while Time.maximumDeltaTime isn't smooth. How would I go about smoothing this out? I also don't want it to take 3 seconds to switch lanes or jump, just smooth it out while keeping it speedish. I'm going to add a feature so when the player switches lanes their character will lean that way so I don't want it to be super fast switching but smooth and fast enough to make it realistic.

Also, in the future I might switch to them tilting the device like in Temple Run, and then just multiplying how are they tit to make the character leaning proportional to that?

The only thing I need help on is smoothing out when they switch lanes.

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avatar image Namey5 · Apr 08, 2016 at 09:27 AM 0
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You could have a global speed variable, rather than hard coding the speed. From what I think you mean by "smoothing" try using linear interpolation over Time.deltaTime * speed,

http://docs.unity3d.com/ScriptReference/Vector3.Lerp.html

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