05-09-2019, 02:51 PM
Hello 
I have a little situation when I want to do a custom transition between 2 offset with curvy.
My goal is:
I have somes keys on a road, with a SplineController static on the keys, with different offset radius & angle.
Then I have a player, with a SplineController who follow the road. I want to lerp the offSet radius/angle of the player depending on the key before and after.
So Every frame, I'm doing my calculation, and here the result:
Basicly, I do:
The problem is durring the lerp, the car is going up and down in a circle, and it is logic from my code and yours...
But how can I do an offset lerp without this weird behavior ?
Thanks

I have a little situation when I want to do a custom transition between 2 offset with curvy.
My goal is:
I have somes keys on a road, with a SplineController static on the keys, with different offset radius & angle.
Then I have a player, with a SplineController who follow the road. I want to lerp the offSet radius/angle of the player depending on the key before and after.
So Every frame, I'm doing my calculation, and here the result:
Basicly, I do:
Code:
_splineController.OffsetRadius = Mathf.Lerp(prevRadius, nextRadius, percent);
_splineController.OffsetAngle = Mathf.Lerp(prevAngle, nextAngle, percent);
prevRadius & prevAngle: the value of the previous gost Spline Controller (white car)
same with next for the next gostThe problem is durring the lerp, the car is going up and down in a circle, and it is logic from my code and yours...
But how can I do an offset lerp without this weird behavior ?
Thanks


