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Question by Martin_09 · Jul 18, 2018 at 02:50 PM · physicslerpcircular

Lerp in circular motion

Hi, right now I calculate the distance from my player and the nearest object, then my player lerps to the object. This works fine but I would like to make my player move in a circular motion to the nearest object.

The code i have right now to lerp;

         if (Input.GetKeyDown(KeyCode.W))
         {
             canJump = true;
         }
 
         if (canJump)
         {
             transform.position = Vector3.Lerp(transform.position,
                 closestPlat.GetComponent<Renderer>().bounds.center + new Vector3(0, 
                                          platformHeight, 0), Time.deltaTime * jumpspeed);
         }

What i tried:

         if (Input.GetKeyDown(KeyCode.W))
         {
             canJump = true;
         }
 
         if (canJump)
         {
             transform.position = transform.position + new Vector3(0, jumpforce, 0) * 
                            Mathf.Sin(Mathf.PI * (Time.deltaTime) * jumpspeed);
             transform.position = Vector3.Lerp(transform.position,
                    closestPlat.GetComponent<Renderer>().bounds.center + new Vector3(0, 
                                platformHeight, 0), Time.deltaTime * jumpspeed);
         }




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Best Answer

Answer by David_Simoniants · Jul 18, 2018 at 02:57 PM

Use Vector3.Slerp method. Docs

Suppose your starting point is A, the goal is B, the center of circle is O

You can calculate current position of your object so

 C = Vector3.Slerp(A - O, B - O, lerpValue) + O;


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