lerp

Use Lerp Position and Slerp Rotation together (Unity)

☆樱花仙子☆ 提交于 2020-01-07 06:54:20
问题 This is what I try to do, When I click on a UI Element, the camera smoothly rotate (to look at the target) and simultaneously move on top of the target. To perform that I use a two Coroutine one for the Lerp Position and the other one for the Slerp Rotation. The issue is that the rotation doesn't work correctly, normally the camera should look down to see the top of the target but instead of doing this it look like the Camera first look at the target and after that move to his position. I

C# Lerping from position to position

梦想的初衷 提交于 2019-12-24 11:26:01
问题 I need to make a picture box to lerp from position to position (like you can do that in unity). How can I do that , is there a built-in function? thanks :) 回答1: Linear interpolation (lerp) is actually a pretty easy function to implement. The equation is float Lerp(float firstFloat, float secondFloat, float by) { return firstFloat * (1 - by) + secondFloat * by; } A higher order Lerp just wraps lower order lerps: Vector2 Lerp(Vector2 firstVector, Vector2 secondVector, float by) { float retX =

Use MoveTowards with duration instead of speed

孤人 提交于 2019-12-20 02:09:25
问题 I want to move GameObject from position A to B with Vector3.MoveTowards within x seconds and in a coroutine function. I know how to do this with Vector3.Lerp but this time would prefer to do it with Vector3.MoveTowards since both functions behave differently. With Vector3.Lerp , this is done like this: IEnumerator moveToX(Transform fromPosition, Vector3 toPosition, float duration) { float counter = 0; //Get the current position of the object to be moved Vector3 startPos = fromPosition

Symmetrical Lerp & compiler optimizations

感情迁移 提交于 2019-12-12 21:31:13
问题 I had a function: float lerp(float alpha, float x0, float x1) { return (1.0f - alpha) * x0 + alpha * x1; } For those who haven't seen it, this is preferable to x0 + (x1-x0) * alpha because the latter doesn't guarantee that lerp(1.0f, x0, x1) == x1 . Now, I want my lerp function to have an additional property: I'd like lerp(alpha, x0, x1) == lerp(1-alpha, x1, x0) . (As for why: this is a toy example of a more complicated function.) The solution I came up with that seems to work is float lerp

Vector3.Lerp is not working

生来就可爱ヽ(ⅴ<●) 提交于 2019-12-12 02:15:31
问题 I'm trying to smoothly move from my current position to a new position that I've hard coded but even using the Vector3.Lerp and Vector3.MoveTowards it's just moving the player normally without any delay effect. I have also tried to add Time.deltaTime in the Vector3.Lerp method but it's just moving the player tiny bit. I just want the player to smoothly move towards the set position. I'm new to Unity and any help would be highly appreciated. public class PlayerControl : MonoBehaviour { /

I want an Object lerping in the y-axis to move along the Z-Axis?

女生的网名这么多〃 提交于 2019-12-11 15:45:08
问题 I'm currently making a runner type game that is not randomly generated in Unity. The player, camera and background stay in the same place (the player movement is clamped) and the hazards come towards the player along the negative Z-Axis with this simple lines of code: public float speed; private Rigidbody rb; void Start () { rb = GetComponent<Rigidbody> (); rb.velocity = transform.forward * -speed; } And it works fine. Now I want to add asteroids that not only come towards the player, but

Use MoveTowards with duration instead of speed

旧城冷巷雨未停 提交于 2019-12-01 22:34:54
I want to move GameObject from position A to B with Vector3.MoveTowards within x seconds and in a coroutine function. I know how to do this with Vector3.Lerp but this time would prefer to do it with Vector3.MoveTowards since both functions behave differently. With Vector3.Lerp , this is done like this : IEnumerator moveToX(Transform fromPosition, Vector3 toPosition, float duration) { float counter = 0; //Get the current position of the object to be moved Vector3 startPos = fromPosition.position; while (counter < duration) { counter += Time.deltaTime; fromPosition.position = Vector3.Lerp