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Question by Yanifska_ · Apr 29, 2013 at 06:12 PM · lerpsmoothwaypointwaypointseasing

waypoint script, how to remove lerp easing

I have this simple ai waypoint script I just wrote, the slowing down at the end of each segment is annoying, I'd like a linear movement ( or more control of the speed and acceleration).
I read a lot about that problem but couldn't understand properly how to fix it.

Any help would be welcome, any feedback on the script itself as well.

Thanks

 #pragma strict
 
 var points : GameObject[];
 private var i:int;
 private var curpoint : GameObject;
    
 function Start () {
     i=0;
     if (curpoint == null) {
         curpoint = points[i];
     }
 }
 
 function Update () {
     
     if(Vector3.Distance(transform.position, curpoint.transform.position) > 1) {
         transform.position = Vector3.Lerp(transform.position, curpoint.transform.position, 0.08);
     }
     
     else {    
         if(i < points.length-1) {
             i= i+1;
             curpoint = points[i];
         }
     }
 }
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Answer by Owen-Reynolds · Apr 29, 2013 at 08:56 PM

MoveTowards is often better at this than Lerp. Same general idea, except the last input is the amount to move that frame, so something like SpeedPerSec*Time.deltaTime.

You can hand control the exact speeds. For example this will quickly slow down to 2 meters/sec when you get within 5 meters (I picked a slowdown speed of 8 at random):

 // your code computes distance, save it in D:
 float d = Vector3.Distance(transform.position, curpoint.transform.position);

 if(d<5) { // slow down
   SpeedPerSec -= 8*Time.deltaTime;
   if(SpeedPerSec<2) SpeedPerSec=2;
 }

 // your old code:
 if(d<1) // moveTowards instead of lerp here
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avatar image Yanifska_ · May 04, 2013 at 09:25 AM 0
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thank you, that worked perfectly

avatar image ExTheSea · May 04, 2013 at 09:30 AM 1
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