No Movement when Attempting to Lerp through an array

Hello Again,
Thought I could work through this one on my own but I guess not.

I have a collection of game objects that when triggered should lerp to a new position.
Each target position is an empty game object stored as a child of the object that will be moving for easy access.

void Update(){
       // global event is triggered
       if (explode)
            // get the blocks that should move
            GameObject[] blocks = GameObject.FindGameObjectsWithTag("b1");

             // get the starting position of each block
            foreach (GameObject block in blocks)
                Transform t = block.transform;
                // add starting transform to List<Transform>  origins

                //get ending position if any from gameobject nested under this
                if (block.GetComponentInChildren<Transform>() != null)
                    Transform t2 = block.GetComponentInChildren<Transform>();

                    //add ending transform to List<Transform> targets

             //loop through blocks[] and move each from its origin location to its target location
            for (int i = 0; i < blocks.Length; i++)
                blocks<em>.transform.position = Vector3.Lerp(origins_.position, targets*.position, Time.deltaTime);*_</em>


//Prevent from future loops
explode = false;
Whats happening is that it loops through the discovery phase each frame finding blocks, origins, and targets, but doesnt move anything and doesnt stop looping.
been at the for hours and don’t know where i’m stuck :frowning:

My opening observation is not directly about your question, but I assume you know that both arrays “origins” and “targets” could end up out of alignment if the return from getting the transform from a child returns null. If you have a guarantee, you’d not actually need to test for null (and I’m not saying you shouldn’t test for null, you should). Maybe you should ‘sense’ if this alignment is invalid and abandon the operation and log an error.

That said, after you get through debugging and this works, you may do well to consider retaining origins and targets, because forming them anew every time is probably not necessary (though I don’t know your construction, maybe that does change during runtime).

That’s not the problem. Your puzzle is solved simply, but first I must assume the two arrays are in alignment, and that for any ‘i’, targets and origins are not the same vector3 values.

The problem is the use of Time.deltaTime. If Update fires at the refresh rate of the device, and assuming that’s 60 fps and is fairly steady, then Time.deltaTime will always be .0166667 seconds, at every update. Time.deltaTime would differ only if the frame rate isn’t steady, but even in that case it shouldn’t vary by much (unless something is wrong or you’re debugging). If, say, the rate slowed to 30 fps occasionally, Time.deltaTime might reach 0.3333, but then if the next frame returns to the rate of 60 fps, Time.deltaTime will return to .0166667.

For a slerp or lerp (and several similar functions), the third parameter is expected to transit between 0 and 1.0. When 0 is provided, the result will be the first vector provided, when 1.0 the result will be the second vector provided, and all values between are interpolations of a vector (point) between the first and second, as a ratio expressed in the third parameter. Since that value in your code, as posted, is probably never changing, nothing will ever change the result (except for what might look like some small jitter if the frame rate isn’t constant).

The solution is simple. Establish a float that counts elapsed time. Start it at zero. Increment this float by Time.deltaTime just before using that float as the third parameter to a lerp or slerp, so it can accumulate over time, and move from 0 to 1.0.

You should clamp the value to 1.0 for the parameter to lerp (there isn’t much of a meaning to a lerp where this parameter exceeds 1.0). When it reaches 1.0, all of the transitions from ‘origins’ to ‘targets’ is completed, and this should stop the motion (or reset it to proceed to some next step).

OK solved it. IT’s what I though. By getting the target location from a child it was creating a logic loop where nothing was happening.

Moved all the target transforms to another GO parent and it worked.