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Question by arturoza · Aug 03, 2016 at 07:53 PM · updatestartstopupdate function

Deactivate Update() Function.

Hi, So I want that when the code reaches this part


"if (this.transform.localPosition == targetpos) "


stops checking Update() Function, I'm not sure if I should use the Update, but I have no idea, thank you for your help

void Update() {

         if (isLookedAt)
         {
             transform.localPosition = Vector3.SmoothDamp (transform.localPosition, targetpos, ref velocity, smoothTime);
             Debug.Log ("TestInside");
 
             if (this.transform.localPosition == targetpos) {
         
                 Debug.Log("BUTTON HAS BEEN SELECTED!");
 
 
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Answer by fafase · Aug 03, 2016 at 08:15 PM

Coroutine is more appropriate when dealing with temporary action:

 IEnumerator MyCoroutine() {
         while(this.transform.localPosition != targetpos){
               transform.localPosition = Vector3.SmoothDamp (transform.localPosition, targetpos, ref velocity, smoothTime);
                Debug.Log ("TestInside");
                yield return null.
          }
 }

There is a chance that the check in the while never returns true because of float inaccuracy. If it is the case, check for a magnitude difference instead.

You could also use Lerp or MoveTowards which seem more appropriate for this purpose.

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avatar image arturoza · Aug 04, 2016 at 02:20 AM 0
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Thank you!! I think it is asking a lot, but you were right about float innacuracy, how can I use the magnitude difference??

avatar image arturoza · Aug 04, 2016 at 02:23 AM 0
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I have fixed it this way:

 using UnityEngine;
 using System.Collections;
 
 public class LookingAtScript : $$anonymous$$onoBehaviour {
 
     public Vector3 targetpos;
     public float smoothTime = 0.3F;
     private Vector3 velocity = Vector3.zero;
     public float speed = 0.1f;
     public Transform target;
     private bool isLookedAt = false;
     public bool BridgeIsReadySir = false;
 
     // Use this for initialization
     void Start () {
 
             }
 
     void Update()
     {
         if (isLookedAt)
         {
             StartCoroutine (Planking (target));
         }
 
     }
     
     // Update is called once per frame
     IEnumerator Planking(Transform target)
     {
     while (target.transform.localPosition != targetpos)
     {
         if (isLookedAt)
         {
                 transform.localPosition = Vector3.SmoothDamp (transform.localPosition, targetpos, ref velocity, smoothTime);
                 BridgeIsReadySir = true;
                 yield return null;
 
             }
         }
     }
 
     public void SetGazedAt(bool gazedAt) 
         {
             isLookedAt = gazedAt;
         }
     }
 


I´m not sure if this is better?

avatar image fafase arturoza · Aug 04, 2016 at 07:46 PM 0
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     while ((target.transform.localPosition - targetpos).sqr$$anonymous$$agnitude > 0.01f){}

This could do.

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