- Home /
Lerp in circular motion
Hi, right now I calculate the distance from my player and the nearest object, then my player lerps to the object. This works fine but I would like to make my player move in a circular motion to the nearest object.
The code i have right now to lerp;
         if (Input.GetKeyDown(KeyCode.W))
         {
             canJump = true;
         }
 
         if (canJump)
         {
             transform.position = Vector3.Lerp(transform.position,
                 closestPlat.GetComponent<Renderer>().bounds.center + new Vector3(0, 
                                          platformHeight, 0), Time.deltaTime * jumpspeed);
         }
What i tried:
         if (Input.GetKeyDown(KeyCode.W))
         {
             canJump = true;
         }
 
         if (canJump)
         {
             transform.position = transform.position + new Vector3(0, jumpforce, 0) * 
                            Mathf.Sin(Mathf.PI * (Time.deltaTime) * jumpspeed);
             transform.position = Vector3.Lerp(transform.position,
                    closestPlat.GetComponent<Renderer>().bounds.center + new Vector3(0, 
                                platformHeight, 0), Time.deltaTime * jumpspeed);
         }

 
                 
                pic.png 
                (42.9 kB) 
               
 
              
               Comment
              
 
               
               
               Best Answer 
              
 
              Answer by David_Simoniants · Jul 18, 2018 at 02:57 PM
Use Vector3.Slerp method. Docs
Suppose your starting point is A, the goal is B, the center of circle is O
You can calculate current position of your object so
 C = Vector3.Slerp(A - O, B - O, lerpValue) + O;
Your answer
 
 
             Follow this Question
Related Questions
Help with acceleration on a grid 0 Answers
Creating Circular motion to Rigidbody using AddForce 0 Answers
Unity 2D Scripted Movement 2 Answers
Rigidbody object intersection 0 Answers
 koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                