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Question by JonK · Dec 07, 2013 at 02:03 AM · timelerpspeedcalculation

Lerp - Time Remaining

Here's my problem,

I'm moving a character with Vector3.Lerp() and when he's 1.2 seconds away from reaching his destination I want to play an animation.

So I'm trying to figure out how to calculate this and it's got me stumped.

This is what I got so far:

 // time passed since character began moving
 float timePassed = Time.time - startTime;

 // distance traveled since the character began moving
 float distance = transform.position.z - startPos.z;

Now say I Do

 float speed = distance - timePassed;

that will give me units/sec ?

Then to get the distance between the current position and the destination

 float remainingDistance = destination.z - transform.position.z;

Now I'm stuck, I feel like I have all the pieces I'm just not sure how to put them together.

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avatar image robertbu · Dec 07, 2013 at 02:12 AM 0
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Can you post the Lerp() code? The answer will depend on how you are using Lerp().

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Answer by robertbu · Dec 07, 2013 at 02:49 AM

 float remainingSeconds = remainingDistance / speed;

This will give you the remaining time assuming that the movement is linear. But there are other uses of Lerp() that produce eased movement that is not linear. For example if you use this form of Lerp():

 transform.position = Mathf.Lerp(transform.position, dest, speed * Time.deltaTime);

Then you cannot predict when 1.5 seconds...at least not easily.

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avatar image JonK · Dec 07, 2013 at 05:24 PM 0
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Ok, so lerping like in this example

http://docs.unity3d.com/Documentation/ScriptReference/Vector3.Lerp.html

will give the desired results?

avatar image robertbu · Dec 08, 2013 at 05:46 AM 0
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Since you already marked the question as answered, I'm sure you figured it out, but the use of lerp in that example will work with the above calculation. As long as the movement is linear ins$$anonymous$$d of eased, it will work.

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