Comments and answers for "Lerp returning max value halfway"
http://answers.unity.com/questions/1622566/lerp-returning-max-value-halfway.html
The latest comments and answers for the question "Lerp returning max value halfway"Comment by shefPhysics on shefPhysics's answer
http://answers.unity.com/comments/1622957/view.html
I cant believe I didn't see this! Indeed, this was the problem, thank you for your help!Wed, 17 Apr 2019 01:21:55 GMTshefPhysicsComment by Bunny83 on Bunny83's answer
http://answers.unity.com/comments/1622672/view.html
Converted to an answer. Note that one may want to use [Mathf.MoveTowardsAngle][1] or [Mathf.MoveTowards][2] in such cases. Though if those are joint angles of a robot and they should arrive all at the target position at the same time Lerp would make more sense.
[1]: https://docs.unity3d.com/ScriptReference/Mathf.MoveTowardsAngle.html
[2]: https://docs.unity3d.com/ScriptReference/Mathf.MoveTowards.htmlTue, 16 Apr 2019 11:05:39 GMTBunny83Answer by highpockets
http://answers.unity.com/answers/1622669/view.html
This is likely because you are passing the lerp function the first param as the updated float value on every iteration. You need a constant float value as the start float to do a linear interpolation. Since the interpolation is not linear with your code, you are getting the results as is. Try passing the start float that stays constant until your reach 1.0f and this will likely not happen.Tue, 16 Apr 2019 10:48:53 GMThighpockets