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Question by toishaanpatel · Jun 18, 2020 at 04:53 PM · valueinterpolation

How do I interpolate a value up and then back down? Gradual interpolation

I am in need of a value starting at 0, and it gradually gets interpolated to 3, and it comes back down to 0. If i graphed this value on a coordinate plane, in relation to time, I would want the value to look like this over time: sorry me for the bad drawing, but something like this:

alt text

capture.png (8.7 kB)
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Answer by SamKim99 · Jun 20, 2020 at 08:16 AM

Using Animation Curve

1. Add AnimationCurve field to your MonoBehaviour class.
2. Edit curve by clicking it in inspector. (double click to add key)

Finally, you can lerp the x coordinate values to get smooth value of y.

alt text



Example code

 public Image image;
 public AnimationCurve curve;

 // Start is called before the first frame update
 void Start()
 {
     StartCoroutine(FillWithCurve());
 }
 
 private IEnumerator FillWithCurve()
 {
     float time = 0;
     while (time < 1)
     {
         image.fillAmount = curve.Evaluate(time);
         time += Time.deltaTime;
         yield return null;
     }
 }



Result
alt text


animationcurve.gif (271.0 kB)
animationcurve.png (22.2 kB)
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Answer by N-8-D-e-v · Jun 18, 2020 at 08:04 PM

Check this out https://docs.unity3d.com/ScriptReference/Vector3.Lerp.html

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avatar image toishaanpatel · Jun 18, 2020 at 09:50 PM 0
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Actually I am using quaternion.slerp at the moment, and I know how to use lerp and stuff, but my problem in my game is that quaternion doesn't have like a smoothdamp or smoothstep type function, and when I use quaternion.slerp, the interpolation is not smooth enough to my desire, and I can lower the 't' parameter, but that slows everything down, so I am not sure what to do.

avatar image N-8-D-e-v toishaanpatel · Jun 19, 2020 at 09:31 PM 0
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$$anonymous$$aybe try slerping in lateupdate?

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