Can you stagger the movement in time of a Mathf.PingPong ? is the question, I have a section in my game where it spits out a few rows of space invaders and using the code below in FixedUpdate() they happily appear and move, but I’m using that ‘-2.5f’ float in the command but wanted something which jumps the transform a certain amount rather than smoothly interpolating it if you know what I mean… Am i missing something easy here ? please advise
transform.position = new Vector3 (Mathf.PingPong (Time.time, -2.5f), transform.position.y, transform.position.z); // bounce invaders left&right