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Question by Lairinus · Mar 10, 2013 at 04:58 AM · c#lerptranslate

Lerping in One Direction

Hello,

First, my code:

 hero.transform.position = Vector3.Lerp(hero.transform.position, Vector3.forward, Time.deltaTime);

What I want to do with this is move the GameObject from point A to point B. A simple transform.Translate WORKS, but Linear Interpolation is where it's at (especially when dealing with forces)

Using hero.transform.Translate(Vector3.forward * Time.deltaTime); I can make the GameObject move exactly forward which is what I want to do.

When I try to Lerp it, however, I don't seem to go forward; I get thrown back, actually, regardless of the rotation of the GameObject.

Originally I thought the "smooth interpolation" from point A to B would cause this, but I've tried it both keeping the object's rotation constant and irregular. Both times I get stuck with this.

Any help would be great... or even a better understanding of what would need to be done to fix this. I just don't see why one would work very well while the other one would completely suck.

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Answer by Professor Snake · Mar 10, 2013 at 05:05 AM

Vector3.forward equals to Vector3(0,0,1), which is not the position at which you want to have your gameobject. You could use (transform.position+transform.forward) to get a position that is exactly one unit in front of your object. (It might be transform.position-transform.forward , didn't get to test it)

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avatar image Lairinus · Mar 10, 2013 at 06:05 AM 0
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$$anonymous$$y final code is :

 hero.transform.position = Vector3.Lerp(hero.transform.position, hero.transform.position + hero.transform.forward, Time.deltaTime * 10);

Works just as intended. Thanks!

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