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Question by haimmoshe · Jun 26, 2017 at 07:03 PM · c#scripting problemscript.

How can i check/wait until the gameobject will end the rotation ?

 IEnumerator Fly()
     {
         Vector3 p0 = baseTarget.position;
         
         while (true)
         {
             StartCoroutine(FlyTo(p0));
             while (flying)
             {   
                 yield return 0;
 
                 Vector3 Direction = transform.position - baseTarget.position;
                 float Height = Direction.y;
 
                 if (Height <= 150.0f)
                 {
                     var str = Mathf.Min(1.5f * Time.deltaTime, 1);
                     transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.identity, str);
                 }
             }
             yield return new WaitForSeconds(5);
         }
     }

In this part:

  if (Height <= 150.0f)
                     {
                         var str = Mathf.Min(1.5f * Time.deltaTime, 1);
                         transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.identity, str);
                     }

I want to know when the transform.rotation ended. Then i want to set the variable i have: flying to false that will stop the transform from moving:

 flying = false;

This is the Satrt() and the Update() code:

 void Start()
     {
         _rigidbody = GetComponent<Rigidbody>();
         baseTarget = GameObject.Find("Base").transform;
         lastPos = transform.position;
         StartCoroutine(Fly()); // demo routine
     }
     // calculate bank/turn rotation at Update
     void Update()
     {
         // calculate the displacement since last frame:
         Vector3 dir = transform.position - lastPos;
         lastPos = transform.position; // update lastPos
         float dist = dir.magnitude;
         if (dist > 0.001f)
         { // if moved at least 0.001...
             dir /= dist; // normalize dir...
             float vel = dist / Time.deltaTime; // and calculate current velocity
                                                // bank in the direction of movement according to velocity
             Quaternion bankRot = Quaternion.LookRotation(dir + factor * Vector3.down * vel / maxVel);
             //transform.rotation = Quaternion.Slerp(transform.rotation, bankRot, turnSpeed * Time.deltaTime);
             transform.rotation = Quaternion.Lerp(transform.rotation, bankRot, turnSpeed * Time.deltaTime);
         }
     }
 
     bool flying = false; // shows when FlyTo is running
                          // coroutine that moves to the specified point:
     IEnumerator FlyTo(Vector3 targetPos)
     {
         flying = true; // flying is true while moving to the target
         Vector3 startPos = transform.position;
         Vector3 dir = targetPos - startPos;
         float distTotal = dir.magnitude;
         dir /= distTotal; // normalize vector dir
                           // calculate accDist even for short distances
         float accDist = Mathf.Min(accDistance, distTotal / 2);
         do
         {
             float dist1 = Vector3.Distance(transform.position, startPos);
             float dist2 = distTotal - dist1;
             float speed = maxVel; // assume cruise speed
             if (dist1 < accDist)
             { // but if in acceleration range...
               // accelerate from startVel to maxVel
                 speed = Mathf.Lerp(startVel, maxVel, dist1 / accDist);
             }
             else
             if (dist2 < accDist)
             { // or in deceleration range...
               // fall from maxVel to stopVel
                 speed = Mathf.Lerp(stopVel, maxVel, dist2 / accDist);
             }
             // move according to current speed:
             transform.position = Vector3.MoveTowards(transform.position, targetPos, speed * Time.deltaTime);
             yield return 0; // let Unity breathe till next frame
         } while (transform.position != targetPos); // finish when target reached
         flying = false; // shows that flight has finished
     }


So what i want to do is once the rotation ended/finished stop the transform.

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Best Answer

Answer by FlaSh-G · Jun 26, 2017 at 07:11 PM

The way you implemented this, the rotation will never end. In lerp(a,b,t), you have a fixed value for t, while a goes closer to b with every step. But as long as t is not 1 and a does not equal b already, a will never reach b.

If it helps, imagine a = lerp(a, b, 0.5). You go 50% of the way with every step, and the remaining way becomes smaller every time. But you will always leave 50% of the way to go, thus you never reach b.

If the constantly slowing down rotation behaviour is what you want, you will have to define a threshold above 0. Once the difference between a and b is below that threshold, you are finished. Use Quaternion.Angle to check that.

You can then skip the remaining 0.00-whatever° degrees by setting a = b;.

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