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Question by CoolBeansCheese · Jan 07 at 11:54 AM · coroutinelerplerpzlerpingenumerate

Lerp with Coroutine doesn't behave as expected

A few Important notes:

  • Lerp is not used in an Update() function. For specific reasons I am using a Coroutine.

  • The goal is to move a transform from Point A (its current position) to point B. (which its location is random, for now, lets say its higher than point A.)

  • After transform has arrived, an injected function is called.

  • This Lerp is the last one out of a series of Lerps triggering one after the other.


    The Bug:

  • The Transform always arrives to Point B as expected. The function injected is not called 99% of the time, for an unknown reason. The weird thing is that sometimes it does actually call the function.


    Things I Checked:

  • Function is never null, it's always assigned correctly.

  • I Tried multiple values for each of the params to see if there is a common behavior, there isn't. In some tries the function is called, in most of the tries it doesn't.

  • I tried braking the While() loop if the transform reaches point B before the given duration, same results.


    The Code:

     using System.Collections;
     using System.Collections.Generic;
     using UnityEngine;
     
     public static class LerpUtil
     {
           public static IEnumerator LerpPosition(Transform obj, Vector3 startPosition, Vector3 endPosition, float duration, OnAnimationFinish onAnimationFinish = null)
             {
                 float time = 0;
         
                 while (time < duration)
                 {
                     obj.position = Vector3.Lerp(startPosition, endPosition, Mathf.SmoothStep(0, 1, time / duration));
                     time += Time.deltaTime;
                     yield return null;
                 }
                 obj.position = endPosition;
         
                 if (onAnimationFinish != null)
                 {
                     onAnimationFinish();
                 }
         
             }
     }
    
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