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Question by Phenelo · Dec 10, 2013 at 01:10 AM · movementcharactercontrollervelocity

Problem with Character Controller movement left/right dash

Good day!

I'm having a problem with a simple lerp effect for dashing the character to left/right.

Here is my code:

 using UnityEngine;
 using System.Collections;
 
 public class ChangeLane : MonoBehaviour {
 
     public bool toChangeLane;
     public float changeLaneDuration;
     public bool isChangingLane, toLeft, toRight;    
     public GameObject leftLaner, rightLaner, centerLaner;
     public CharacterController dogCtrl;
 
     void Awake()
     {
         dogCtrl = GetComponent<CharacterController>();
     }
     
     void LateUpdate()
     {
         if(toChangeLane)
         {
             if(isChangingLane)
             {
                 toChangeLane = false;
             }
             else
             {
                 StartCoroutine(ChangeDogLane());
                 toChangeLane = false;
             }
         }
     }
     
     IEnumerator ChangeDogLane()
     {
         float timer = 0.0f;
         float newX = 0.0f, oldX = 0.0f;
         Vector3 targetPosition = new Vector3(0f, 0f, 0f);
         
         isChangingLane = true;
         float distance = 0.0f, speed = 0.0f, direction = 0.0f;
         
         if(toLeft)
         {
             targetPosition = leftLaner.transform.position;
             direction = -1.0f;
         }
         else if(toRight)
         {
             targetPosition = rightLaner.transform.position;
             direction = 1.0f;
         }
         
         Debug.Log("Dog started changing lane.");
         
         
         distance = Vector3.Distance(centerLaner.transform.position, targetPosition); //centerLaner.position == transform.position
         Debug.Log("Distance: " +distance);
         speed = distance/ changeLaneDuration; // distance between lanes
         
         while(isChangingLane)
         {
             timer += Time.deltaTime;
             dogCtrl.Move(new Vector3(direction * speed * Time.deltaTime, 0f, 0f));
             if(timer >= changeLaneDuration)
             {
                 // transform.position = targetPosition; 
                 isChangingLane = false;
             }
             yield return null;
         }
             
     }    
     
 }

The problem is the x-axis' last value is not exact resulting the dog not centered in the new lane. Though I know I can snap the transform to the exact position, when the x-value have a large excess value, it makes the camera snap significantly.

Need help and thank you very much in advance. :)

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