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Question by Bentoon · Feb 21, 2017 at 09:25 PM · cameralerptime.deltatime

camera Lerp Silly Question

having a C# moment...

My Lerp is Not Lerping over time despite Time.Deltatime

It just SNAPS

My Speed Variable cuts off the Lerp unless it's like 100 (?) in my inspector

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Lerp : MonoBehaviour {
 
     public  Vector3 startPos;
     public Vector3 endPos;
     public float speed = .8f;
     public float counter = 0;
     public float target = 10;
 
 
 
     // Update is called once per frame
     void Update () {
     }
 
 
     void OnMouseUp()
     {
         //record where the Camera is
         startPos = Camera.main.transform.position;
         //make it go forward 1.8 units
         endPos = Camera.main.transform.position + Camera.main.transform.forward * 1.8f;
         // Move over time
         Camera.main.transform.position = Vector3.Lerp(startPos, endPos, (speed*Time.deltaTime));
         // set an IEnumerator Coroutine to wait
         StartCoroutine(MyWait());
         //reset counter when com back from coroutine, so we can use again
         counter = 0;
         target = 10;
 
 }
 
 
 
 
     IEnumerator MyWait()
     {
         // wait for seconds
         while (counter < target)
         {
             counter += Time.deltaTime; yield return null;
         }
         //put the Camera back to where it was
         Camera.main.transform.position = Vector3.Lerp(-endPos, startPos, (speed * Time.deltaTime));
     }
 
 
 
 }
 

THANKS For Looking

~be

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Answer by Bentoon · Feb 22, 2017 at 11:31 PM

@tanoshimi Thank you Tanoshimi,

You are right but I am still having problems;

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Lerp : MonoBehaviour {
 
     public  Vector3 startPos;
     public Vector3 endPos;
     public float speed = .8f;
     public float counter = 0;
     public float target = 10;
     public float timeTakenDuringLerp = 1f;
     public float distanceToMove = 1.8f;
     private float _timeStartedLerping;
     //Whether we are currently interpolating or not
     private bool _isLerping;
     private bool _isLerpingBack;
 
 
     // Update is called once per frame
     void Update () {
     }
 
 
     void OnMouseUp()
     {
         //record where the Camera is
         startPos = Camera.main.transform.position;
         //make it go forward 1.8 units
         endPos = Camera.main.transform.position + Camera.main.transform.forward * 1.8f;
         // Move over time
         _isLerping = true;
         // Camera.main.transform.position = Vector3.Lerp(startPos, endPos, (speed*Time.deltaTime));
         // set an IEnumerator Coroutine to wait
         StartCoroutine(MyWait());
         //reset counter when com back from coroutine, so we can use again
 
         counter = 0;
         target = 10;
 
 }
 
 
 
 
     IEnumerator MyWait()
     {
         // wait for seconds
         while (counter < target)
         {
             counter += Time.deltaTime; yield return null;
         }
         //put the Camera back to where it was
         // Camera.main.transform.position = Vector3.Lerp(-endPos, startPos, (speed * Time.deltaTime));
         _isLerping = false;
         _isLerpingBack = true;
     }
 
 
 
 
 
      void FixedUpdate()
     {
         if (_isLerping)
         {
             //We want percentage = 0.0 when Time.time = _timeStartedLerping
             //and percentage = 1.0 when Time.time = _timeStartedLerping + timeTakenDuringLerp
             //In other words, we want to know what percentage of "timeTakenDuringLerp" the value
             //"Time.time - _timeStartedLerping" is.
             float timeSinceStarted = Time.time - _timeStartedLerping;
             float percentageComplete = timeSinceStarted / timeTakenDuringLerp;
 
             //Perform the actual lerping.  Notice that the first two parameters will always be the same
             //throughout a single lerp-processs (ie. they won't change until we hit the space-bar again
             //to start another lerp)
             Camera.main.transform.position = Vector3.Lerp(startPos, endPos, percentageComplete);
 
             //When we've completed the lerp, we set _isLerping to false
             if (percentageComplete >= 1.0f)
             {
                 _isLerping = false;
             }
         }
         else if (_isLerpingBack)
         {
             float timeSinceStarted = Time.time - _timeStartedLerping;
             float percentageComplete = timeSinceStarted / timeTakenDuringLerp;
 
             Camera.main.transform.position = Vector3.Lerp(endPos, startPos, percentageComplete);
 
             //When we've completed the lerp, we set _isLerping to false
             if (percentageComplete >= 1.0f)
             {
                 _isLerpingBack = false;
             }
         }
     }
 
 
 }
 

Any ideas?

Thanks

~be

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avatar image MarshallN · Feb 23, 2017 at 12:36 AM 0
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You're never setting _timeStartedLerping, so percentageComplete is just set to Time.time, which is considerably greater than 1 after the first second of runtime. Set _timeStartedLerping to Time.time when _isLerping or _isLerpingBack is set to make your script work.

avatar image Bentoon MarshallN · Feb 23, 2017 at 05:01 AM 0
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hello @$$anonymous$$arshallN

You dont mean something like :

  if (_isLerpingBack)
         {
             _timeStartedLerping = Time.time;
 
             float timeSinceStarted = Time.time - _timeStartedLerping;
             float percentageComplete = timeSinceStarted / timeTakenDuringLerp;
 
             Camera.main.transform.position = Vector3.Lerp(endPos, startPos, percentageComplete);
 
             //When we've completed the lerp, we set _isLerping to false
             if (percentageComplete >= 1.0f)
             {
                 _isLerpingBack = false;
             }
         }


Thanks!

~be

avatar image MarshallN Bentoon · Feb 23, 2017 at 03:01 PM 0
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No, no, actually nothing like that, haha - that would make timeSinceStarted equal to 0 at all times, since _timeStartedLerping would be set to Time.time every frame. What you want to do is set _timeStartedLerping whenever you toggle_isLerping or _isLerpingBack.

So, in your On$$anonymous$$ouseUp() function, set _timeStartedLerping = Time.time.

Then, your coroutine should look like

 IEnumerator $$anonymous$$yWait()
      {
          // wait for seconds
          while (counter < target)
          {
              counter += Time.deltaTime; yield return null;
          }
          //put the Camera back to where it was
          // Camera.main.transform.position = Vector3.Lerp(-endPos, startPos, (speed * Time.deltaTime));
          _isLerping = false;
          _isLerpingBack = true;
         _timeStartedLerping = Time.time; // THIS IS THE LINE I ADDED
      }


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Answer by hellojbb1234 · Feb 22, 2017 at 08:31 AM

Try increasing your speed variable I don't know exactly but I think if the Lerp is to low it will do what your describing, aka just snap into a position immediately.

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Answer by tanoshimi · Feb 21, 2017 at 11:07 PM

You're using Lerp incorrectly because you're never incrementing the third parameter. This is a common problem and has bedn explained well before, e.g. at http://www.blueraja.com/blog/404/how-to-use-unity-3ds-linear-interpolation-vector3-lerp-correctly

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