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Question by $$anonymous$$ · Feb 06, 2016 at 08:30 PM · physicsprefabplayerlerphud

C# Lerping Problem

Hello all! I am fairly new to C# programming in general and am trying to learn it with Unity. I am using the default rigidbody fps controller prefab which has a headbob script attached to it by default. I noticed that while I was walking around my test map the camera position would reset (by teleporting to its original position) if I stopped walking in the middle of a bob. I figured out that if I take out a line (marked with many '>' symbols) that it would get rid of the head bob reset and make it look much smoother. It looks very funny, though, when the camera is in a different position every time I stop walking. Is there something that I need to add somewhere that would smoothly reset the camera to its original position (preferably with lerping)? Please help. Thanks! Here is my code:

 using System;
 using UnityEngine;
 using UnityStandardAssets.Utility;
 
 namespace UnityStandardAssets.Characters.FirstPerson
 {
     public class HeadBob : MonoBehaviour
     {
         public Camera Camera;
         public CurveControlledBob motionBob = new CurveControlledBob();
         public LerpControlledBob jumpAndLandingBob = new LerpControlledBob();
         public RigidbodyFirstPersonController rigidbodyFirstPersonController;
         public float StrideInterval;
         [Range(0f, 1f)] public float RunningStrideLengthen;
 
        // private CameraRefocus m_CameraRefocus;
         private bool m_PreviouslyGrounded;
         private Vector3 m_OriginalCameraPosition;
 
 
         private void Start()
         {
             motionBob.Setup(Camera, StrideInterval);
             m_OriginalCameraPosition = Camera.transform.localPosition;
        //     m_CameraRefocus = new CameraRefocus(Camera, transform.root.transform, Camera.transform.localPosition);
         }
 
 
         private void Update()
         {
           //  m_CameraRefocus.GetFocusPoint();
             Vector3 newCameraPosition;
             if (rigidbodyFirstPersonController.Velocity.magnitude > 0 && rigidbodyFirstPersonController.Grounded)
             {
                 Camera.transform.localPosition = motionBob.DoHeadBob(rigidbodyFirstPersonController.Velocity.magnitude*(rigidbodyFirstPersonController.Running ? RunningStrideLengthen : 1f));
                 newCameraPosition = Camera.transform.localPosition;
                 newCameraPosition.y = Camera.transform.localPosition.y - jumpAndLandingBob.Offset();
             }
             else
             {
                 newCameraPosition = Camera.transform.localPosition;
 >>>>>>>>>>>>>>> newCameraPosition.y = m_OriginalCameraPosition.y - jumpAndLandingBob.Offset();
             }
             Camera.transform.localPosition = newCameraPosition;
 
             if (!m_PreviouslyGrounded && rigidbodyFirstPersonController.Grounded)
             {
                 StartCoroutine(jumpAndLandingBob.DoBobCycle());
             }
 
             m_PreviouslyGrounded = rigidbodyFirstPersonController.Grounded;
           //  m_CameraRefocus.SetFocusPoint();
         }
     }
 }
 

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