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Question by coxy17 · Aug 09, 2016 at 12:09 PM · quaternionlerpplaymaker

Playmaker Script Issue with Quaternion Lerp speed value

Hi

I'm writing a script for playmaker (addon for unity) and i have done a few before. My script is working except for the 'speed float' (0.1f) in the Quaternion Lerp at the end. I had this a a float variable but ive hard coded it again to see if it works and it just ignores it altogether. Doesnt matter what value is in there.

I had this working outside playmaker script using onupdate. Any ideas why this is?

Thanks

Nick

 using UnityEngine;
 using System.Collections;
 
 namespace HutongGames.PlayMaker.Actions
 {
     
     [ActionCategory(ActionCategory.Transform)]
     [Tooltip("This will transform rotate an object over a set time")]
 
     public class RotateOverTime : FsmStateAction {
         
         [RequiredField]
         [Tooltip("Game Object to move")]
         public FsmOwnerDefault owner; //owner
         
         [RequiredField]
         [Tooltip("Game Object to target")]
         public FsmOwnerDefault target; //owner
         
         [Tooltip("speed")]
         public FsmFloat speed;
         
         public FsmVector3 offsetPosition;
         
         public Space offsetPositionSpace;
         
         public bool lookAt = false;
         public FsmQuaternion targetRotation;
         
         private Vector3 lookAtPos;
         private Vector3 lookAtPosWithVertical;
         private FsmVector3 upVector;
         
         public PlayMakerActionsUtils.EveryFrameUpdateSelector updateType;
         
         
         public override void Reset()
         {
             owner = null;
             target = null;
             speed = 0.1f;
             offsetPosition = null;
             lookAt = false;
             offsetPositionSpace = Space.Self;
             targetRotation = new FsmQuaternion { UseVariable = true };
             upVector = new FsmVector3 { UseVariable = true};
             updateType = PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate;
         }
         
         public override void OnEnter()
         {
             DoFollowObject();
         }
         
         
         public override void OnUpdate()
         {
             if (updateType == PlayMakerActionsUtils.EveryFrameUpdateSelector.OnUpdate)
             {
                 DoFollowObject();
             }        
         }
         
         void DoFollowObject () {
             
             var ownergameobject = Fsm.GetOwnerDefaultTarget(owner); //get object
             var targetgameobject = Fsm.GetOwnerDefaultTarget(target); //get target
             
             
             
             // compute position
             if(offsetPositionSpace == Space.Self)
             {
                 ownergameobject.transform.position = targetgameobject.transform.TransformPoint(offsetPosition.Value);
             }
             else
             {
                 ownergameobject.transform.position = targetgameobject.transform.position + offsetPosition.Value;
             }
             
             // compute rotation
             if(lookAt)
             {
                 ownergameobject.transform.LookAt(lookAtPos, upVector.IsNone ? Vector3.up : upVector.Value);
             }
             else
             {
                 //ownergameobject.transform.rotation = targetgameobject.rotation;
                 
                 targetRotation.Value = targetgameobject.transform.rotation;    
                 
                 ownergameobject.transform.rotation  = Quaternion.Lerp (targetRotation.Value, targetgameobject.transform.rotation, 0.1f * Time.deltaTime);
                     
             }
             
 
 
         }
 
     }
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