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Question by BitGlitch · Oct 05, 2014 at 09:39 AM · movementsmoothtranslatetranslation

Smoothing out translation for movement?

Alright, so I have been working with my code for hours in different ways to try and make the translation happen over time, but I can't get it right. Anyone out there know what needs to be done?

 using UnityEngine;
 using System.Collections;
 
 public class MoveScript : MonoBehaviour {
     
     public bool forwardObstruction = false; // Next few bools are to register if there is an obstruction-
     public bool backwardObstruction = false; // -in the given direction.
     public bool leftObstruction = false;
     public bool rightObstruction = false;
     public float inputDelay = 0.0125f; //Stating how many seconds before we can move again.
     public float gridSize = 2f;
     public float lineLength = 2f;
 
     private float timestamp;    
 
     // Update is called once per frame
     void Update () {
 
          //Creates a raycast line forward based on lineLength, checks to see if path is obstructed.
         Vector3 fwd = transform.TransformDirection(Vector3.forward);
         if (Physics.Raycast(transform.position, fwd, lineLength)){
             forwardObstruction = true;
         }
         else
             forwardObstruction = false;
     
 
         Vector3 bwd = transform.TransformDirection(Vector3.back);
         if (Physics.Raycast (transform.position, bwd, lineLength)) {
             backwardObstruction = true;
         }
         else
             backwardObstruction = false;
 
         Vector3 left = transform.TransformDirection(Vector3.left);
         if (Physics.Raycast (transform.position, left, lineLength)) {
             leftObstruction = true;
         }
         else
             leftObstruction = false;
 
         Vector3 right = transform.TransformDirection(Vector3.right);
         if (Physics.Raycast (transform.position, right, lineLength)) {
             rightObstruction = true;
         }
         else
             rightObstruction = false;
 
 
             //See if the "Forward" key is pressed
         if (!forwardObstruction && Time.time >= timestamp && Input.GetButtonDown ("Forward")) {
             transform.Translate(Vector3.forward * gridSize, Space.Self);
             timestamp = Time.time + inputDelay;
             forwardObstruction = forwardObstruction;
         }
             //See if the "Backward" key is pressed
         if (!backwardObstruction && Time.time >= timestamp && Input.GetButtonDown ("Backward")) {
             transform.Translate(Vector3.back * gridSize, Space.Self);
             timestamp = Time.time + inputDelay;
             backwardObstruction = backwardObstruction;
         }
             //See if the "Left" key is pressed
         if (!leftObstruction && Time.time >= timestamp && Input.GetButtonDown ("Left")) {
             transform.Translate(Vector3.left * gridSize, Space.Self);
             timestamp = Time.time + inputDelay;
             leftObstruction = leftObstruction;
         }
             //See if the "Right" key is pressed
         if (!rightObstruction && Time.time >= timestamp && Input.GetButtonDown ("Right")) {
             transform.Translate(Vector3.right * gridSize, Space.Self);
             timestamp = Time.time + inputDelay;
             rightObstruction = rightObstruction;
         }
     }
 }

Thanks for any help received!

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