I’m utilizing a co-routine to make the participant in my 3D sport leap. It isn’t a platformer and these jumps are all pre-defined (you hit a set off that tells you the place you’ll land)
Coroutine: (given jumpFrom
and jumpTo
vector3s)
float time = 0;
float length = 1;
whereas (time < length) {
time += Time.deltaTime;
float lerpVal = t / length;
Vector3 currentPos = Vector3.Lerp(jumpFrom, jumpTo, lerpVal);
currentPos.y += 0.25f * Mathf.Sin(Mathf.Clamp01(lerpVal) * Mathf.PI); <-- arc it barely
remodel.place = currentPos;
yield return null;
}
This works nice if you’re leaping someplace on the identical degree, but it surely does not look proper if you’re leaping to a better or decrease level from jumpFrom
.
Any options on how I would regulate this?