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Question by Icni · Mar 06, 2021 at 03:51 AM · coroutinewhile loop

How to run code after loop in coroutine

Hello, all. I'm not very familiar with coroutines, but I am trying to use a coroutine with Vector3.Lerp to move an instantiated prefab to a specific position. After it reaches the target position, I want the object to destroy itself. I'm using Unity 2020.2 with MacOS.

 private IEnumerator GoToTargetPosition()
 {
     float tick = 0f;
     while (transform.position != targetPosition)
     {
         tick += Time.deltaTime * 3;
         transform.localPosition = Vector3.Lerp(originalPosition, targetPosition, tick);
         yield return null;
     }
     Destroy(this.gameObject);
 }

Thanks!

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avatar image andrew-lukasik · Mar 06, 2021 at 07:35 AM 0
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 IEnumerator GoToTargetPosition ( Vector3 from , Vector3 to , float duration )
 {
     float timer = 0;
     while( timer < duration )
     {
         transform.position = Vector3.Lerp( from , to , timer/duration );
         timer += Time.deltaTime;
         yield return null;
     }
 }
avatar image andrew-lukasik · Mar 06, 2021 at 07:38 AM 1
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  while (transform.position != targetPosition)

wont work with local position:

 transform.localPosition = 

replace it with:

 transform.position = 

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Answer by Icni · Mar 06, 2021 at 07:44 PM

Okay, folks. I edited the code to include an if statement at the end of a while (true) loop, and now it seems to work! Hopefully this works for others as well. So far my program hasn't crashed :).

private IEnumerator GoToTargetPosition() { float tick = 0f; while (true) { tick += Time.deltaTime * 3; transform.localPosition = Vector3.Lerp(originalPosition, targetPosition, tick); if (transform.localPosition == targetPosition) { Destroy(this.gameObject); } yield return null; } }

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