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Question by ttiim · Sep 15, 2017 at 04:19 PM · camera-movementlerpmathf

Final position of the camera movement

Hello. I've got the following script that is supposed to pan the camera from the point A to the point B. Almost everything does work as it should, except for a one small detail regarding to the final position which is a point B.

The final position of the camera is not exactly the same as targetTo, so in case of returning the camera it will snap to the point B first..

Does anyone have a solution?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class camera_menu : MonoBehaviour {
     public Transform targetFrom;
     public Transform targetTo;
     public Transform targetLookAt;
 
     private float distance;
     private float speed = 2.7f;
     private float startTime;
     private float distanceCovered;
     private float distanceFraction;
     void Start () {
         transform.position = targetFrom.position;
         distance = Vector3.Distance (targetFrom.position, targetTo.position);
         startTime = Time.time;
     }
     void FixedUpdate () {
         transform.LookAt (targetLookAt.position);
     
         distanceCovered = (Time.time - startTime) * speed;
         distanceFraction = distanceCovered / distance;
         transform.position = Vector3.Lerp (targetFrom.position, targetTo.position, Mathf.SmoothStep (0, 1, distanceFraction));
 
         if (distanceFraction > 1) {
             GetComponent<camera_menu> ().enabled = false;
         }
 
     }
 }
 
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