OK guys. Thanks first and foremost for any help you might be able to provide.
I want to move an object from (0,0,0) to (15,15,0) without it going in a straight line.
I’m not sure how to do it and I would appreciate it very much if you guys could point me in the right direction.
So you dont want to use an animation?
Are you trying to have the movement be random?

In the FPS demo there is a good set of scripts, and one of them has a waypoint section that you can set the waypoints. 
I’ll use anything that works, lol.
I want something to move from point A to point B but on a curve instead of a straight line. I’m not really sure how to go about doing that.
I did some reading on the Unity Script Reference on Animation. I don’t think that would work very well.
I have a deck of cards, and I have all the cards generated. I can also move them where I want them using transform.position.
The problem is, I don’t want to card to go in a straight line. I want them to have a curve as they move from Point A to Point B for a little style and to make it look just a little more realistic.
Anyone have any suggestions?
If you want to script it, think about it like this - The first step would be to script it going in a straight line. Point A to point B. For this to happen you would probably use Vector3.Lerp(), or Transform.Translate() with some kind of fixed vector that points streight from A to B. In both ways you would know the time it takes you to move the card from A to B.
Lets start in 2D - lets say you move it from (0,0) to (5,0)… To make the card move in a curve you simply need to add some movement on the Y axis. To do this, simply move it up half of the time, and move it exactly in reverese (down) at the same speed for the other half of the time.
To fully understand it try thinking about it as though there are two seporate movements… One wil get you from A to B. The other will go from 0 to 5 on the Y axis, and will return from 5 to 0 after half of the time has passed. When you move the card you offset it with both of these movements. Of course this won’t be perfect, but it will get you started. You can later add randomness into the mix.
To get you started try something like: (untested in Unity, might be with errors). goPointA is a game object at the point the card starts from. goPointB is a game object at the point the card ends up at.
public var goPointA: GameObject;
public var goPointB: GameObject;
StartCoroutine(MoveCard());
function MoveCard()
{
var fTime: float = 0.0;
var fLerp: float = 0.0;
var fTimeToMove: float = 3.0;
var v3Offset: Vector3 = Vector3(0,15,0); // This is a the offset the card will get.
//Use any way you want to calculate it - Vector3.Cross(),
//place a gameObject in the scene.. whatever works for you.
while (fLerp <= 1.0)
{
fLerp = fTime / fTimeToMove;
var v3CurrentPosition: Vector3 =
Vector3.Lerp( goPointA.transform.position,
goPointB.transform.position,
fLerp); // This will move the card A to B in a streight line.
if (fTime < fTimeToMove * 0.5)
{
// Half of the time it will move away from the path
v3CurrentPosition += Vector3.Lerp(Vector3.zero, v3Offset, fLerp * 2.0);
}
else
{
// The other half of the time it will move toward the path
v3CurrentPosition += Vector3.Lerp(v3Offset, Vector3.zero, fLerp * 2.0);
}
goCard.transform.position = v3CurrentPosition;
fTime += Time.deltaTime;
yield;
}
}
I’m so tired I don’t think I can do this tonight, but tomorrow I am all over it. I was thinking that I’d have to do something like that, but wasn’t sure if thats how it should be done.
cyb3rmaniak, you went WAY out of your way to do that… I am stunned. You should be a teacher, and have students bow before you. You rock! Thank you so much for that. Note to self, name first born child cyb3rmaniak… Note two to self, find a new girlfriend since the last left at the mention of naming first born cyb3rmaniak.
Chill dude, it’s not that big of a deal 
Glad to help.
Howdy again. The code almost works. I’ve played with it for a bit but can’t seem to understand what is wrong.
For 1/2 the time it moves one way, then when it switches to the Else part, it moves back to its starting position and goes again. and ends up in the right part. There must be a tiny error that I’m not catching. If you guys could help I would appreciate it.
You might find the Bezier/Spline library in this thread useful. If you just want the objects to curve slightly to one side on their way, then you should probably use the quadratic Bezier curve. You just need to define the start and end points plus a “control” point that acts like a magnet, pulling the line out to one side. Other than that, the function works like a Lerp function - you pass a value between 0 and 1 to say how far along the curve you want to be.