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Question by Claff · May 05, 2016 at 03:27 PM · positioningrecttransformlerping

Why Lerping Rect Transform position, results in strange behaviour?

Hi everyone. So my problem is really simple. I want to create a Text animation, via position Lerping. The Math behind the Lerping function works, but when I test my game, something strange with the position happens.

This is what I have before playing the game.

alt text

This is what happens when I play it.

alt text

I think my text uses normal positioning, instead of Canvas related positioning but I can't figure out how to distinguish the two.

Here is the script by the way...

 public class Animation_Manager : MonoBehaviour {
 
     [SerializeField]
     private GameObject[] Elements;
 
     [SerializeField]
     private float movementLerpTime;
 
     [SerializeField]
     private float fadeLerpTime;
 
     private float currentMovementLerpTime = 0f;
     private float currentFadeLerpTime = 0f;
 
     private Vector3[] startPositions;
     private Vector3[] endPositions;
 
     void Awake () {
 
         /*for (int i = 0; i < Elements.Length; i++)
         {
             GameObject current_element = Instantiate(Elements[i]);
             current_element.transform.SetParent(this.transform, false);
         }*/
 
             startPositions = new Vector3[Elements.Length];
         endPositions = new Vector3[Elements.Length];
         
         for (int i = 0; i < Elements.Length; i++)
         {
             startPositions[i] = Elements[i].GetComponent<RectTransform>().position;
             Debug.Log(Elements[i].gameObject.name + " - " + startPositions[i]);
             endPositions[i] = startPositions[i] + Vector3.right * 10f;
             Debug.Log(Elements[i].gameObject.name + " - " + endPositions[i]);
         }
     
     }
     
     // Update is called once per frame
     void Update () {
 
         if (currentMovementLerpTime != movementLerpTime)
         {
             for (int i = 0; i < Elements.Length; i++)
             {
                 currentMovementLerpTime += Time.deltaTime;
                 if (currentMovementLerpTime > movementLerpTime)
                 {
                     currentMovementLerpTime = movementLerpTime;
                 }
 
                 float t = currentMovementLerpTime / movementLerpTime;
                 t = Mathf.Sin(t * Mathf.PI * 0.5f);
                 Elements[i].transform.position = Vector3.Lerp(startPositions[i], endPositions[i], t);
             }
         }
     }
 }

I hope somebody could help me or at least get me some documentation about this subject. Thank You very much in advance ! :D

snapshot-unity-before.png (106.6 kB)
snapshot-unity-after.png (102.3 kB)
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