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Question by Mrintoxx · Jul 19, 2020 at 11:04 AM · animationcoroutinescalelerp

Scale with coroutine and lerp

Hi guys, my code is not working, surely a dumb mistake but i can't found it. The scripts scale bigger a game object and then return to his sclae, using Vector3.lerp. The first part works good : Fade in (I know it's not a correct name for this function) and for the FadeOut i've just invert the script but i think i'm missing something. if anyone can tell me what's the problem, here's the code :

    IEnumerator FadeIn(GameObject obj)
     {
         float progress = 0;
 
         while (progress <= 1)
         {
             obj.transform.localScale = Vector3.Lerp(startPos, endPos, progress);
             progress += Time.deltaTime;
             yield return null;
         }
         StartCoroutine(FadeOut(obj));
     }
 
     IEnumerator FadeOut(GameObject obj)
     {
         float progress = 1;
         
         while (progress >= 0)
         {
             obj.transform.localScale = Vector3.Lerp(obj.transform.localScale, startPos, progress);
             progress -= Time.deltaTime;
             yield return null;
         }
     } 
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Answer by Hellium · Jul 19, 2020 at 11:30 AM

 IEnumerator ScaleUpAndDown(Transform transform, Vector3 upScale, float duration)
  {
      Vector3 initialScale = transform.localScale;
 
      for(float time = 0 ; time < duration * 2 ; time += Time.deltaTime)
      {
          float progress = Mathf.PingPong(time, duration) / duration;
          transform.localScale = Vector3.Lerp(initialScale, upScale, progress);
          yield return null;
      }
      transform.localScale = initialScale;
  }

 // ...

 StartCoroutine(ScaleUpAndDown(otherObject.transform, new Vector3(2f, 2f, 2f), 1f);
 
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avatar image Mrintoxx · Jul 19, 2020 at 11:45 AM 0
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Works perfectly, thanks :)

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