Nettet15. mai 2024 · so when I call the coroutine Qjump my game object to movetowards the other gameobject until their distance is the distance between them is at 1 or lower, however when i call the coroutine it instead just jumps my gameobject straight to the other gameobject c# unity3d Share Follow edited May 15, 2024 at 18:22 Mubashar M 68 5 NettetKeep in mind that you can start the same coroutine multiple times. This would have bad effects in your case as two coroutine instances might work against each other. If that's …
Why Coroutine Method Work Only Once Unity3D - Stack …
Nettet21. jun. 2024 · Object to move = MoveTowards ( currentPosition, newPosition, speed); Example code: piece.transform.position = Vector3.MoveTowards (piece.transform.position, newPosition, speed * Time.deltaTime); It says, move the object from it’s current position towards the end position at the following speed. Nettet21. jun. 2016 · Two things, 1 the coroutine is designed to move the character (over time) from his current position towards the target, but the jump requires an arcing movement. The two would not work together at all. So I use Velocity in rigid bodies or Character controllers to do the lifting, and just control what I want from there. lutheran church randolph nj
movetowards - Unity Answers
Nettet11. mai 2013 · Hi. Looks like you are accumulating multiple coroutines executions. Your while loop may never complete. Even if it seems like your object stopped but it is deceptive since it just reached destination. But loop goes on. Even next time you set brainMove = false it will be right away set to true by another coroutine execution and both loops … Nettet9. apr. 2024 · MoveTowards (transform. position. x, target, Time. deltaTime * speed), transform. position. y, transform. position. z);} MoveTowardsAngle() 与 MoveTowards 相同,但是在值环绕 360 度时确保值正确插入。 波形比较. lerp是定义好时间,moveTowards是定义好速度. 脚本中加入变量public AnimationCurve a;即可调出 ... Nettet使用 MoveTowards 成员将 current 位置处的对象移向 target 位置。. 通过使用此函数计算的位置来更新每个帧的对象位置,您可以平滑地将其移向目标。. 使用 … jcgs author