So I’ve used some really simple code to loop through an array and lerp positions of generated GO’s. Now please correct me if I’m wrong, but the objects now don’t have any velocity. I want to use Vector3.Reflect to bounce them off a plane. So I want to change the lerp to an AddForce instead, so I can calculate and reflect the force… Now I’m getting a: ‘quack’ is not a generic definition error and I’m kind of lost. I’ve read what it means, but I’m unsure how to follow this up. Perhaps my idea of reflecting is completely wrong too or it could be done in a different way, than please enlighten me
function FixedUpdate() {
arrayThingies = GameObject.FindGameObjectsWithTag("thingyprefab");
var i = 1;
for (var thingy: GameObject in arrayThingies) {
var curPos : Vector3 = thingy.transform.position;
var newPos : Vector3 = curPos + Vector3(
Mathf.PingPong(Time.time, .3) * Mathf.Cos(Mathf.PI * i),
0,
Mathf.PingPong(Time.time, .2)
);
// thingy.transform.position = Vector3.Lerp(curPos, newPos, 5);
thingy.getComponent.<Rigidbody>().AddForce(newPos);
i++;
}
}