# Transition Free Fall into Sinus Hovering

I have a character that should hover above a platform with a nice sinus based up and down movement.

Now the character jumps to this platform from above. I dont know from which height he jumps, so the his fall speed is variable. How would I compute that transition without my character touching the platform?

You can’t store the last hover height before the jump and include that into the jump arc calculation?

In that case here’s a more complete answer:

``````using System.Collections.Generic;
using UnityEngine;

public class Jumper : MonoBehaviour
{
public float m_upwardsMomentum = 200;
public float m_forwardMomentum = 100;
public Transform m_target;
public bool m_doJump;
public float m_gravity = 9.8f;
public float m_terminalVelocityTime = 1.0f;
public float m_minUpdate = 0.033333f;
float m_lastUpdate;
float m_fallSeconds;
bool m_jumping;
List<Vector3> m_trail;

void UpdateJump()
{
float deltaTime = Time.time - m_lastUpdate;
if(deltaTime <= m_minUpdate)
return;

m_lastUpdate = Time.time;
if(m_trail == null)
m_trail = new List<Vector3>();
m_fallSeconds += deltaTime;

Vector3 curPos = transform.position;
Vector3 tarPos = m_target.position;
float curHeight = curPos.y;

float newHeight = curHeight;
newHeight += m_upwardsMomentum * deltaTime;
newHeight -= m_gravity * Mathf.Min(m_terminalVelocityTime, m_fallSeconds);

if(newHeight <= tarPos.y - 0.01f)
{
m_jumping = false;
newHeight = tarPos.y;
}

float newForward = curPos.x + (m_forwardMomentum * deltaTime);

Vector3 newPos = curPos;
newPos.y = newHeight;
newPos.x = newForward;
transform.position = newPos;

}

void Update()
{
if(m_doJump)
{
m_jumping = true;
m_doJump = false;
m_lastUpdate = Time.time - m_minUpdate;
}

if(m_jumping)
UpdateJump();

Color startTrail = Color.green;
Color endTrail = Color.red;
if(m_trail != null)
{
for (int i = 0; i < m_trail.Count - 1; i++)
{
Color thisColor = Color.Lerp(startTrail, endTrail, (float)i/(float)m_trail.Count);
Debug.DrawLine(m_trail*, m_trail[i + 1], thisColor);*
``````
• `````` 	}*
``````
• `````` }*
``````
• }*

}

Thanks for the answer above. Its not exactely the solution to my problem, but helpful!
Maybe an image can explain a bit better what I’m looking for:

The jump is no problem, the sinus floating is no problem, but how do I combine it? How do I do a transition from the jump to the sinus and vice versa?

Any ideas? Thanks for the answers so far!