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Question by pepperedereppep · Nov 04, 2010 at 03:52 AM · animationtransforminputlerp

code using lerp with input

Still a beginner playing around with code. Right now this one:

var offset:float;

function Update () {

if (Input.GetKey("d")){ YMovement(15,.1); } if (Input.GetKey("a")){ YMovement(-15,.1); } }

function YMovement(b,c) {

 transform.position = Vector3(0,Mathf.Lerp(transform.position.y, b, c), 0);
 Debug.Log(c);

}

so from looking at the code, I should be able to press d and a and see the box go straight up and down. I get that result, but the box slows down as it gets close to 15/-15 ...can someone explain to me why it's doing that? also, how do I use the lerp function for something like this without having it slow down before stopping.

Thanks!

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Answer by Eric5h5 · Nov 04, 2010 at 04:24 AM

See here: http://answers.unity3d.com/questions/6949/can-someone-explain-how-using-time-deltatime-as-t-in-a-lerp-actually-works/6950#6950

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avatar image pepperedereppep · Nov 04, 2010 at 06:03 AM 0
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facepalm thanks

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Answer by Atnas1010 · Nov 04, 2010 at 04:28 AM

You might also want to consider using Input.GetAxis("Horizontal").

This has built in smoothing that solves some of the problems you are facing now

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avatar image pepperedereppep · Nov 04, 2010 at 06:04 AM 0
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thanks. Yeah, I know about Horizontal, I was just playing around with lerp, trying to get a hang of them.

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