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Question by sona.viswam · Apr 05, 2013 at 10:21 AM · movementlerp

object movement as wave in Unity 3d

I created a object in unity

 GameObject monsterclone = (GameObject)Instantiate(monsterPrefab, floorPosition, Quaternion.identity);

This object should move in a wave style from a specific point to another.

 Vector3 nPos = mfloorPos + new Vector3(2f, 0f, 0f);
 Vector3 oPos = mfloorPos  + new Vector3(-2f, 0f, 0f);

   

How can I do it?

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Answer by tmdchi · Apr 05, 2013 at 11:01 AM

Try using the Mathf.Sin() function using Time.time as the parameter, and tweak according amplitude, phase, etc.

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Answer by sia · Apr 05, 2013 at 01:22 PM

Here's a WaveLerp function. It works like Lerp(), but with a sinusoidal displacement along the path in the plane given by the 'up' vector, and with given amplitude and frequency.

Call the Coroutine with: StartCoroutine(WaveMove(monsterclone.transform, nPos, oPos, 1f));

         IEnumerator WaveMove(Transform obj, Vector3 origin, Vector3 dest, float speed)
         {
                 float distance = (dest - origin).magnitude;
                 float totalTimeToMove = distance/speed;
    
                 float timeElapsed = -Time.deltaTime;
                 float fraction = 0f;
    
                 while(fraction < 1f) {
                         timeElapsed += Time.deltaTime;
                         fraction = timeElapsed/totalTimeToMove;
                         obj.position = WaveLerp(origin, dest, Vector3.up, 0.5f, 1f, fraction);
                         yield return null;
                 }
         }
    
         Vector3 WaveLerp(Vector3 origin, Vector3 dest, Vector3 up, float amplitude, float freq, float fraction) {
                 float x = fraction * (dest - origin).magnitude;
                 float w = 2*Mathf.PI * freq;
                 float y = amplitude * Mathf.Sin(w*x);
    
                 Vector3 xDir = (dest - origin).normalized;
                 Vector3 yDir = Vector3.Cross(xDir, up).normalized;
    
                 Vector3 pathOffset = x * xDir;
                 Vector3 waveOffset =  y * yDir;
                
                 return origin + pathOffset + waveOffset;
         }
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