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Question by CrilleStyles · Jun 08, 2014 at 09:59 AM · noobfov

If I let shift go restore fov

How do I restore the fov here if I let shift go?

 var zoom : int = 20; //determines amount of zoom capable. Larger number means further zoomed in
  
 var normal : int = 60; //determines the default view of the camera when not zoomed in
  
 var smooth : float = 5; //smooth determines speed of transition between zoomed in and default state
  
 private var zoomedIn = false; //boolean that determines whether we are in zoomed in state or not
  
 function Update () {
  
 if(Input.GetKeyDown(KeyCode.LeftShift)){        //This function toggles zoom capabilities with the Z key. If it's zoomed in, it will zoom out
  
 zoomedIn = !zoomedIn;
  
 }
  
 if(zoomedIn == true){    //If "zoomedIn" is true, then it will not zoom in, but if it's false (not zoomed in) then it will zoom in.
  
 camera.fieldOfView = Mathf.Lerp(camera.fieldOfView,zoom,Time.deltaTime*smooth);
  
 }
  
 else{
 if(Input.GetKeyUp(KeyCode.LeftShift)) 
 camera.fieldOfView = Mathf.Lerp(camera.fieldOfView,normal,Time.deltaTime*smooth);
  
 }
  
 }
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Answer by darthbator · Jun 11, 2014 at 01:16 AM

The way this is written it will only run for 1 frame when you release shift. What you want to do is fire a routine that will do the LERP for you over multiple frames. Something like

 if(Input.GetKeyUp(KeyCode.LeftShift)){
 StartCoroutine(lerpFoV(normal));
 }
 
 IEnumerator lerpFov (toVal) {
 float progress = 0f;
 while (progress < 1f) {
 camera.fieldOfView = Mathf.Lerp(camera.fieldOfView,toVal,Time.deltaTime*smooth);
 progress += Time.deltaTime;
 yield return null;
 }
 }

That's a really poor approximatio I just typed into a text window but I hope you see the idea.

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