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Question by TwistedDevelopments · May 06 at 10:13 AM · c#rotationposition

Need help Slerping position and rotation correctly

TL|DR

Er mer gurd ma Slerp wernt werk!


Preamble:

I have 2 scripts on my camera, one for following the player ( FollowTarget.cs ), and one which is supposed to Slerp the camera's transform position and rotation around the player on death ( DeathCam.cs ).

With DeathCam.cs I am trying to get a nice smooth movement to the [desired/set in inspector] position and rotation values over time on death but currently the camera jumps to straight to the position and rotation set in inspector. Which I think maybe down to the transform.position = camPos; in Update.

I have tried to set the position and rotation in the PlayDeathCam() function but that fails to work and is currently commented out and replaced by a bool which checks in Update to see if the death cam is active


Code: FollowTarget.cs

     using System.Collections;
     using System.Collections.Generic;
     using UnityEngine;
     
     public class FollowTarget : MonoBehaviour{
     
       [Header("----- Target To Follow --------------------------------------------------")]
       public GameObject target;
     
       [Header("----- Adjustments To Make ------------------------------------------")]
       public Vector3 adjustVal;
     
         void Update(){
           pos = new Vector3( target.transform.position.x + adjustVal.x,
                              target.transform.position.y + adjustVal.y,
                              target.transform.position.z + adjustVal.z);
           
           transform.position = pos;
         }
 





Code: DeathCam.cs

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class DeathCam : MonoBehaviour{
 
   [Header("----- Duration -----------------------------------------------------")]
   [SerializeField] float duration = 5.0f;
 
   [Header("----- Positions ----------------------------------------------------")]
   [SerializeField] float finalPosX;
   [SerializeField] float finalPosY;
   [SerializeField] float finalPosZ;
 
 
   [Header("----- Angles -------------------------------------------------------")]
   [SerializeField] float tiltAngleX;
   [SerializeField] float tiltAngleY;
   [SerializeField] float tiltAngleZ;
 
   [Header("--------------------------------------------------------------------")]
   [SerializeField] Vector3 camPos;
   [SerializeField] Quaternion camRot;
 
   [SerializeField] bool deathCamActive;
 
 
 ///[ Start]
     void Start(){
 
     }
 
 
 ///[ Update]
     void Update(){
       if (deathCamActive) {
         camPos = new Vector3((transform.position.x + finalPosX),
                              (transform.position.y + finalPosY),
                              (transform.position.z + finalPosZ));
                              
         transform.position = camPos;
       }
     }
 
 
 ///[ PlayDeathCam]
     public void PlayDeathCam(){
       float tiltAroundX = camPos.x * tiltAngleX;
       float tiltAroundY = camPos.y * tiltAngleY;
       float tiltAroundZ = camPos.z * tiltAngleZ;
 
       // camPos = new Vector3((transform.position.x + finalPosX),
       //                     (transform.position.y + finalPosY),
       //                     (transform.position.z + finalPosZ));
 
       camRot = Quaternion.Euler(tiltAroundX, tiltAroundY, tiltAroundZ);
 
       transform.position = Vector3.Slerp(transform.position, camPos,  Time.deltaTime * duration);
       deathCamActive = true;
 
       transform.rotation = Quaternion.Slerp(transform.rotation, camRot,  Time.deltaTime * duration);
 
       StartCoroutine("DeathCamSlow");
     }
 
 
 ///[ DeathCamSlow]
     IEnumerator DeathCamSlow(){
       Time.timeScale = 0.3f;
       yield return new WaitForSeconds(1.6f);
       Time.timeScale = 1.0f;
     }
 
 }
 




Thanks in advance for any aid rendered.

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