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Question by chelupars · Mar 18, 2016 at 12:35 PM · triggercoroutinetriggerscoroutines

Coroutine is jerky after exiting trigger zone

Hello! I have a script attached to the camera that follows the player and moves smoothly to another position when changing directions. The problem is that when exiting a trigger zone(during which the camera does not move) the coroutines move the camera in the opposite direction for a few frames before doing what they're supposed to. Debugging the camera position shows this(x axis):

  • cam pos 1.2

  • Exiting trigger

  • cam pos 1.2

  • cam pos 1.7

  • cam pos 1.5

  • ...and after a few frames it decreases from 1.2 as it should from the beginning.

Note this only happens when i go through the trigger zone and exit on the other side. If i enter the trigger and exit on the same side it works well with no jerkiness. Here is the script with some pseudocode on the if statements:

     public Transform player;
     public Vector3 offset = new Vector3(2.5f, 1.5f, -7.0f);
     public bool onTrigger = false;    **//true on trigger enter and false on exit**
 
     IEnumerator Smooth(Vector3 start, Vector3 end, float overTime)
     {
         float startTime = Time.time;
         while (Time.time < startTime + overTime)
         {
         offset = Vector3.Lerp(start, end, (Time.time - startTime) / overTime);
         yield return null;
         }
         offset = end;
     }
 
     void Update()
     {
         if ("NotFiring")
         {
             if ("moving backwards")
             {
                 StartCoroutine(Smooth(offset, new Vector3(-2.5f, 1.5f, -7.0f), 0.2f));
             }
             else if ("moving forwards")
             {
                 StartCoroutine(Smooth(offset, new Vector3(2.5f, 1.5f, -7.0f), 0.2f));
             }
         }
     }
 
     public void TriggerExit()   **//activated on trigger exit**
     {
         if ("moving forwards")
             StartCoroutine(Smooth(new Vector3(-2.5f, 1.5f, -7.0f), offset, 0.2f));
         else if ("moving backwards")
             StartCoroutine(Smooth(new Vector3(2.5f, 1.5f, -7.0f), offset, 0.2f));
     }
     
     private void LateUpdate()
     {
         if (onTrigger == false)
         {
             transform.position = player.position + offset;
         }
     }


Please help a noob!

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Answer by chelupars · Mar 21, 2016 at 11:25 PM

After some fiddling i found a way to smooth the transition was to change the x values inside TriggerExit() from -2.5 to -2.0 and 2.5 to 2.0 Don't know why but it now works almost perfectly...

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