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Question by ArkaunGaming · Feb 17, 2016 at 08:43 AM · c#cameracamera-movementlerpif

Lerp Not working

I made this script to move my camera up and down smoothly but the lerp is not working. Here is my code:

using UnityEngine; using System.Collections;

public class Move : MonoBehaviour { public Transform startMarker; public Transform endMarker; public float speed = 100.0F; private float startTime; private float journeyLength; public float up = 0.0f; public AudioClip[] audioClip; void PlaySound(int clip)

{ GetComponent().clip = audioClip[clip];

}

 // Use this for initialization
 void Start () {
 startTime = Time.time;
 
 }
 
 // Update is called once per frame
 void Update () {
  if (Input.GetKeyDown(KeyCode.S)){
     
     transform.position = Vector3.Lerp(transform.position, endMarker.position, speed);
 up = 0.0f;
 }else{
 if (Input.GetKeyDown(KeyCode.W)){
 
     transform.position = Vector3.Lerp(transform.position, startMarker.position,speed);
 up = 1.0f;
 }
 }
 
 if (up == 1.0f){
 if (Input.GetKeyDown(KeyCode.E))
 {
 if(GetComponent<Light>().enabled == false)
 {
 
 GetComponent<Light>().enabled = true;
 GetComponent<AudioSource>().Play ();
 }
 else
 {
 GetComponent<Light>().enabled = false;

GetComponent().Play (); }

 }
 }

} }

Any help would be greatly appreciated

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Answer by mikelortega · Feb 17, 2016 at 08:46 AM

The third argument for Lerp is a float from 0 to 1. You are passing speed, but it should be a variable that increments every update depending on that speed.

Vector3 Lerp(Vector3 a, Vector3 b, float t);

When t = 0 returns a. When t = 1 returns b. When t = 0.5 returns the point midway between a and b.

*Please, format your code with the '101010 Code Sample' button so your question is more readable.

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avatar image Salmjak · Feb 17, 2016 at 08:59 AM 1
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Adding to this answer a common way to lerp in Update()-functions is to use Time.deltaTime (or rather, it should be used). transform.position = Vector3.Lerp(transform.position, start$$anonymous$$arker.position, speed*Time.deltaTime);

Time.deltaTime takes the time passed from the last frame to this frame. This will make your game frame-rate independent. It's really bad to have a frame-rate dependent game.

avatar image ArkaunGaming · Feb 17, 2016 at 09:47 PM 0
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