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Question by Blackuma · Feb 22, 2020 at 05:38 PM · character controllercharacter movement

How do I get my Player to change lanes over time rather than teleport?

Hello, I am working on a 2.5d brawler which utilizes multiple lanes. My main issue is as the title stated getting my Player character to change lanes (along the z axis) over time rather than having them completely teleport. I've done a few tutorial projects and this is my first solo project so any tips or suggestion regarding my code would be greatly appreciated.

 public class Player : MonoBehaviour
 {
     private CharacterController _controller;
     [SerializeField]
     private float _speed = 3f;
     [SerializeField]
     private float _gravity = 1.0f;
     [SerializeField]
     private float _laneDistance = 2f; //space between center of lanes
     private Vector3 _direction;
     private Vector3 _velocity;
 
     void Start()
     {
         _controller = GetComponent<CharacterController>();
         if (_controller == null)
         {
             Debug.Log("The Player's Character Controller is NULL");
         }
     }
 
     public enum Lane
     {
         Top,
         Center,
         Bottom
     }
 
     public enum MoveDirection //lane change direction
     {
         Up,
         Down,
         None
     }
     
     [SerializeField]
     Lane currentLane = Lane.Center;
 
     void Update()
     {
         float horizontalInput = Input.GetAxis("Horizontal"); //player movement
         _direction = new Vector3(horizontalInput, 0f, 0f);
         _velocity= _direction *_speed;
         
         if (_controller.isGrounded == true)
         {
             Debug.Log("Player is grounded");
 
             LaneSwitch();
         }
         else if (_controller.isGrounded == false)
         {
             _velocity.y -= _gravity;
         }
        
         _controller.Move(_velocity * Time.deltaTime);
     }
     private void LaneSwitch()
     {
         MoveDirection requestedMoveDirection = MoveDirection.None;
 
         if (Input.GetKeyDown(KeyCode.Q) && Input.GetAxisRaw("Vertical") > 0)
         {
             requestedMoveDirection = MoveDirection.Up;
         }
         else if (Input.GetKeyDown(KeyCode.Q) && Input.GetAxisRaw("Vertical") < 0)
         {
             requestedMoveDirection = MoveDirection.Down;
         }
 
         switch (requestedMoveDirection)
         {
             case MoveDirection.Up: //All Lane switch up propeties
                 if (currentLane == Lane.Bottom)
                 {
 
                     Debug.Log("Bottom --> Center Lane");
                     currentLane = Lane.Center;
                 }
                 else if (currentLane == Lane.Center)
                 {
                     _controller.Move(Vector3.forward * 2); //This is where Im having the problem
 
                     Debug.Log("Center --> Top Lane");
                     currentLane = Lane.Top;
                 }




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