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Question by Kolalamonkeys · Aug 21, 2020 at 10:41 PM · movementcoroutinelerp

Coroutine Moving

My script is intended to move a gameobject towards an object called "cursor." I'm trying to get the script to launch in a coroutine so it recalculates where it's supposed to go when I click a second time. I'm pretty sure I'm not doing it right because the gameobject doesn't move at all. Here is my script:

     public Vector3 startMarker;
     public Vector3 endMarker;
     public GameObject point;
     public float speed;
     private float startTime;
     private float journeyLength;
 
     void Update()
     {
         if (Input.GetMouseButtonDown(0))
         {
             startMarker = gameObject.transform.position;
             endMarker = GameObject.Find("Cursor").transform.position;
             StartCoroutine(Move());
         }
 
         IEnumerator Move()
         {
             startTime = Time.time;
             journeyLength = Vector3.Distance(startMarker, endMarker);
             float distCovered = (Time.time - startTime) * speed;
             float fractionOfJourney = distCovered / journeyLength;
             transform.position = Vector3.Lerp(startMarker, endMarker, fractionOfJourney);
         }
     }

It seems like I'm missing something pretty simple, but I can't spot it... Thanks for helping!

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Answer by PlayCreatively · Aug 22, 2020 at 08:34 AM

First of all you're not iterating in your routine so it just runs once, however the rest of the logic didn't make much sense anyways so I wrote something different. Haven't tried it but hope it helps.

 IEnumerator Move()
 {
     float journeyLength = Vector3.Distance(startMarker, endMarker);
     float endTime = Time.time + journeyLength / speed;
 
     while (Time.time < endTime)
     {
         transform.position = Vector3.Lerp(startMarker, endMarker, Time.time / endTime);
         yield return null;
     }
 }


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