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Question by scheung014 · Jun 15, 2016 at 03:24 AM · timespeed

How Do I modify speed to be slower?

using UnityEngine; using System.Collections;

public class MaterialChange : MonoBehaviour {

 public Color red;
 public Color blue;
 public float speed;
 public Material colorMaterial;
 
 // Use this for initialization
 void Start () {
    
 }
 
 // Update is called once per frame
 void Update () {
     Color color = Color.Lerp(red, blue, Mathf.PingPong(Time.time * speed, 1));
     colorMaterial.SetColor("_Color", color);
 }
 

}

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Answer by cjdev · Jun 15, 2016 at 04:16 AM

Since speed is the float variable you've exposed in the inspector you can decrease it there or you can reassign it to a new value in the Start method. Alternatively, you can just multiply by a fraction inside the Mathf.PingPong(Time.time * speed, 1) such that you're effectively multiplying speed by a fraction.

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avatar image scheung014 · Jun 16, 2016 at 12:56 AM 0
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Thanks cjdev!

I ended up dividing time to a fraction (or more)

Color color = Color.Lerp(red, blue, $$anonymous$$athf.PingPong ((Time.time/ 10) * speed, 1));

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Answer by Develax · Jun 10, 2019 at 07:12 PM

Here is a version of the PingPong function with a parameter pingPontPeriod to which you can pass a time value for the full motion amplitude. If you skip the second parameter the motion will complete within 1 second (by default) no matter how large the length is.

 private float NormalPingPong(float length, float pingPontPeriod = 1f)
 {
     float time = Time.time;
     float mod = time % pingPontPeriod;
     float result = (mod < pingPontPeriod / 2f) ? mod : pingPontPeriod - mod;
     return result / pingPontPeriod * length * 2;
 }
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