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Question by darkavengerpark · Apr 14 at 06:41 AM · lerpienumeratorfinite-state-machine

Movement for GameObject[] in arrays jittery when using Lerp in Coroutine


I am trying to move each elements in a GameObject[] array using Lerp. I tried to mix and match some of the code on the internet, but I can't seem to make it work. To my understanding, it's better to use Coroutines instead of Update because it's less costly, but I can't seem to make it look smooth. When change the state variable in the Unity Editor, it changes the state successfully, but moves the objects in a glitchy, back-and-forth motion.


Could someone help me with this?


 public GameObject[] hologramsGameMode;// gameObjects
 public GameObject startPositionGameMode;// start positions
 public GameObject[] finalPositionGameMode;// end position
 [SerializeField] AnimationCurve curve;
 public bool inMenuScene = true;
 float time;
 public float duration = 3;
 public EState state;
 
 IEnumerator Start ()
 {
     var wait = new WaitForSeconds(2f);
     while( inMenuScene )
     {
         yield return wait;
         switch( state )
         {
             case EState.ENABLE:
                 StartCoroutine( COEnableAnimation() );
                 print("StartCoroutine(COEnableAnimation())");
                 break;
             case EState.DISABLE:
                 StartCoroutine( CODisableAnimation() );
                 print("StartCoroutine(CODisableAnimation())");
                 break;
         }
     }
 }
 
 IEnumerator COEnableAnimation ()
 {
     for( float t=0 ; t<1 ; t+=Time.deltaTime )
     for( int i=0 ; i<hologramsGameMode.Length ; i++ )
     {
         hologramsGameMode[i].transform.position = Vector3.Lerp(
             startPositionGameMode.transform.position ,
             finalPositionGameMode[i].transform.position ,
             curve.Evaluate( time/duration )
         );
         time += Time.deltaTime;
         yield return null;
     }
 }
 
 IEnumerator CODisableAnimation ()
 {
     for( float t=0 ; t<1 ; t+=Time.deltaTime )
     for( int i=0 ; i<hologramsGameMode.Length ; i++ )
     {
         hologramsGameMode[i].transform.position = Vector3.Lerp(
             finalPositionGameMode[i].transform.position ,
             startPositionGameMode.transform.position ,
             curve.Evaluate( time/duration )
         );
         time += Time.deltaTime;
         yield return null;
     }
 }
 
 public enum EState
 {
     ENABLE,
     DISABLE
 }
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avatar image andrew-lukasik · Apr 14 at 08:25 AM 0
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You need to stop the previous coroutine before starting a new one. Otherwise they overlap.

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