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Question by prateekkp · Feb 17, 2015 at 02:50 PM · movementlerpcheckpoint

Smoothly move player over a collection of checkpoints

I have a collection of vector3 points in an array. Currently my player is experiencing a jerk while moving (after reaching each point in an array it stops and start its movement). Below is my logic for movement. How do i make the movement smooth?

 void Update ()
         {                
                 if (isMoving)
                         MoveToTargetPoint ();
         }
 
 void MoveToTargetPoint ()
         {
        // if player has  reached the threshold distance of each checkpoint change the target to next checkpoint
                 if (index <= path.Length - 1 && Vector3.Distance (target, parentT.position) <= 0.3f) {
                         target = path [index++];
                         movementTime = 0f;
                 } 
 //if player has reached the last checkpoint then stop moving
 else if (index > path.Length - 1 && Vector3.Distance (target, parentT.position) <= 0) {
 
                         isMoving = false;                        
                 }
 void FixedUpdate ()
         {
                 if (isMoving) {
                         movementTime += Time.deltaTime * 0.8f;
                         parentT.position = Vector3.Lerp (parentT.position, target, movementTime);
                 }
         }
 
                 
         }
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avatar image chariot · Feb 17, 2015 at 02:53 PM 0
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Dont know will it work but u can try :)

 parentT.position = Vector3.Lerp (parentT.position, target, movementTime * Time.deltaTime);
avatar image prateekkp · Mar 02, 2015 at 11:12 AM 0
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Nopes. Its the same thing.

avatar image prateekkp · Mar 02, 2015 at 11:13 AM 0
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anyone like to contribute?

avatar image Neamtzu · Mar 02, 2015 at 11:45 AM 1
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Use Vector3.$$anonymous$$oveTowards() ins$$anonymous$$d of Vector3.Lerp().

 transform.position = Vector3.$$anonymous$$oveTowards(transform.position, other.position, movementTime);

Note that in this form of $$anonymous$$oveTowards, the first parameter must be the current position of the object, not the starting position of the object.

A more complicated approach is to create a bezier curve from your points (http://en.wikipedia.org/wiki/B%C3%A9zier_curve). If you want to go in this direction you can use iTween or LeanTween.

avatar image prateekkp · Mar 02, 2015 at 03:30 PM 0
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Looks fine till now. Thanks for the help Neamtzu.

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