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Question by JPB18 · Jun 04, 2012 at 04:17 PM · c#camerarotationtranslation

Making a smooth camera translation and rotation, C#

Hey there!

I'm trying to make a smooth camera translation and rotation, where the camera with the Script moves to a set of pre-determined coordinates after the pressing of a button. I've part of it working, however, when I press to advance, it looks more like changing the slide of a presentation then actually a smooth translation/rotation. Here's the code:

  void MoveObject (Transform thisTransform, Vector3 startPos, Vector3 endPos, Quaternion startRot, Quaternion endRot, float time)      {
         float i = 0;
         float rate = 1/time;
         while (i < 1)          {
             i += Time.deltaTime * rate;
             thisTransform.position = Vector3.Lerp(startPos, endPos, i);
     thisTransform.rotation = Quaternion.Slerp (startRot, endRot, i);
             
         }     }

So, what do I need to change in order for it to work?

Thanks in advance.

JPB18

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avatar image GutoThomas · Jun 04, 2012 at 04:26 PM 0
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That's because your executing it in a while loop, that means you'll have the translation/rotation done in just one frame(Someone correct me if I'm wrong). You probably should consider doing it in the Update function using thisTransform.Translate and the function you're already using, Quaternion.Slerp.

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Answer by aldonaletto · Jun 04, 2012 at 04:27 PM

This function should be a coroutine to work smoothly: each while iteration should wait for the next frame (which means yield). You should also have a bool variable to tell you when the coroutine is running - coroutines run automatically in the background, and you will need some way to know when MoveObject has finished:

bool moving = false;

 IEnumerator MoveObject (Transform thisTransform, Vector3 startPos, Vector3 endPos, Quaternion startRot, Quaternion endRot, float time){
     moving = true; // MoveObject started
     float i = 0;
     float rate = 1/time;
     while (i < 1)         {
         i += Time.deltaTime * rate;
         thisTransform.position = Vector3.Lerp(startPos, endPos, i);
         thisTransform.rotation = Quaternion.Slerp (startRot, endRot, i);
         yield return 0;
     }
     moving = false; // MoveObject ended
 }

 // call it with StartCoroutine:

 if (!moving){ // never start a new MoveObject while it's already running!
     StartCoroutine(MoveObject(....));
 }

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avatar image JPB18 · Jun 04, 2012 at 04:33 PM 0
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Yup, it worked! Thank you very much!

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