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Question by azmundai · May 08, 2015 at 12:48 PM · gameobjectlerpienumeratorlocalscale

Issue lerping localscale

Go an issue here scaling localy.

At the start of the scene, they are all at 0% scale, and the first use of GrowChain works as expected, objects grow to fullsize, though localscale.z never quite gets to 1, usually getting to about 0.9999999996 or something. As soon as I shrink one, it only scales about 1/2 way down and appears to squash and stretch the model.

 private IEnumerator GrowChain(GameObject go){
     while(go.transform.localScale.z < 1){
         float localZ = Mathf.Lerp(go.transform.localScale.z, 1, fadeTime * Time.deltaTime);
         go.transform.localScale = new Vector3(go.transform.localScale.x, go.transform.localScale.y, localZ);
         yield return null;
         go.transform.FindChild("ShockChainParticles").gameObject.SetActive(true);
     }
 }
 
 private IEnumerator ShrinkChain(GameObject go){
     while(go.transform.localScale.z > 0){
         float localZ = Mathf.Lerp(go.transform.localScale.z, 0, fadeTime * Time.deltaTime);
         go.transform.localScale = new Vector3(go.transform.localScale.x, go.transform.localScale.y, localZ);
         yield return null;
     }
 }

any idea what I am doing wrong?

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avatar image Owen-Reynolds · May 08, 2015 at 01:46 PM 0
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You don't show fadeTime? But, I think the problem is fadeTime*Time.deltaTime. Delete that, forget you ever had it there, and read about how to use a 0-1 Lerp (I've seen several good explanations here in UA.)

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Answer by komodor · May 08, 2015 at 02:00 PM

http://docs.unity3d.com/ScriptReference/Mathf.Lerp.html

the third parameter is float between 0f and 1f

so you should put there fadeTime/totalTime (where fadeTime is current time between 0f and totalTime and totalTime is end time of lerp)

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avatar image azmundai · May 08, 2015 at 03:33 PM 0
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Cool .. I think I got it working, does this make sense?

 private IEnumerator GrowChain(GameObject go){
     float currentLerpTime = 0;
     while(go.transform.localScale.z < 1){
         currentLerpTime += Time.time * speed;
         float localZ = $$anonymous$$athf.Lerp(go.transform.localScale.z, 1, currentLerpTime);
         go.transform.localScale = new Vector3(go.transform.localScale.x, go.transform.localScale.y, localZ);
         yield return null;
     }
 }

 private IEnumerator ShrinkChain(GameObject go, bool triggered){
     float currentLerpTime = 0;
     while(go.transform.localScale.z > 0){
         currentLerpTime += Time.time * speed;
         float localZ = $$anonymous$$athf.Lerp(go.transform.localScale.z, 0, currentLerpTime);
         go.transform.localScale = new Vector3(go.transform.localScale.x, go.transform.localScale.y, localZ);
         yield return null;
     }
 }
avatar image komodor · May 19, 2015 at 06:53 PM 0
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I am not sure, the currentLerpTime should be between 0 and 1 :D and Time.time*speed doesn't look like it fits to the condition

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