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Question by wijesijp · Jul 07, 2014 at 05:50 AM · lerpmovetowardssmoothdamp

How to do “ease in” ?

I want one of the game objects in my game to move between 2 points faster at the beginning and slower at the end. But I want to reach the end point at the minimum speed.

I tried Vector3.SmoothDamp like this

Calculated the time;

 timeTakenToMoveToPosition = Vector3.Distance(trans.position, location) / (movingSpeed *5);

and in Update()

 Vector3 refVel = Vector3.zero;
 trans.position = Vector3.SmoothDamp(trans.position, locationToUnitMoving, ref refVel, timeTakenToMoveToPosition); 
 

The problem I had with this method is the unit move very slow at the end not at the minimum moving speed.

Then I tried following in Update()

 movingSpeedTimer += Time.deltaTime*0.5f;
 timeBaseMovingSpeed = Mathf.Lerp(movingSpeed * 5, movingSpeed, movingSpeedTimer) ;
 trans.position = Vector3.MoveTowards(trans.position, locationToUnitMoving, timeBaseMovingSpeed*Time.deltaTime);
 

This method unit is moving at movingSpeed at the end. It does not go to 0 as previous method. But the movingSpeed reaches lower value before the unit reaches the end point. So the unit move some distance at the end in movingSpeed.

What I like to have is start with movingSpeed*5 and reach end point with movingSpeed. Can anyone provide some help on this?

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Answer by tanoshimi · Jul 07, 2014 at 08:49 PM

You can use AnimationCurves to define custom ease in/out/shake-it-all-about functions. I did this to smooth the movement of a camera as described at http://alastaira.wordpress.com/2013/11/08/smooth-unity-camera-transitions-with-animation-curves/

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