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Question by Dqimass · Apr 03, 2016 at 02:27 PM · unity 5c #mathf.sin

Using mathf.sin

So I have everything worked perfectly with this

     public float amplitude;           
 public float speed;                   
 private float startPosition;
 private Vector3 tempPos;

 void Start () 
 {
     startPosition = transform.position.y;
 }

 void Update ()
 {
     tempPos.y = startPosition + amplitude * Mathf.Sin (speed * Time.time);
     transform.position = tempPos;
     transform.Rotate (0,0,300*Time.deltaTime);

 }

the only problem is that the object always start in the center moving up and down. How do i make it so it stays where I position them?

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Answer by IgorAherne · Apr 03, 2016 at 05:47 PM

 void Update ()
  {
      tempPos = transform.position; //better place this in Start()
 
      tempPos.y = startPosition + amplitude * Mathf.Sin (speed * Time.time);
      transform.position = tempPos;
      transform.Rotate (0,0,300*Time.deltaTime);
  }

The issue was that tempPos was (0, tempPos.y, 0) always. Now that you make it equal to the transform.position, all xyz are set. So now tempPos will have y changing, but x and z be the same as in the original transform.position

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avatar image Dqimass · Apr 04, 2016 at 09:27 AM 0
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