Comments and answers for "Vector3.Lerp to Multiple locations"
http://answers.unity.com/questions/392659/vector3lerp-to-multiple-locations.html
The latest comments and answers for the question "Vector3.Lerp to Multiple locations"Comment by Wolfram on Wolfram's answer
http://answers.unity.com/comments/392674/view.html
You can use "==" for Vector3, it already considers an epsilon to prevent this. But in combination with the asymptotic Lerp problem you mentioned, it might not be enough - depends on the internal epslions used, and the absolute values of position.Sat, 02 Feb 2013 23:43:43 GMTWolframAnswer by FL
http://answers.unity.com/answers/392673/view.html
Instead of `if(transform.position == start.position)` use something like `if(Vector3.Distance(a,b)< minDistance)`. Where minDistance is a small number like 0.1.
I'm not sure, but Vector3.Lerp never make the distance exactly like the second parameter, unless that the third parameter is 1.Sat, 02 Feb 2013 23:39:06 GMTFLAnswer by Wolfram
http://answers.unity.com/answers/392669/view.html
I strongly suggest to use [iTween][1] instead! You can directly animate towards any target point, and also apply easeIn/easeOut, and more.
Also, you have a copy&paste bug in line 12, it probably should lerp between start and check1. (EDIT: which is the reason your transition doesn't work)
[1]: http://itween.pixelplacement.com/index.phpSat, 02 Feb 2013 23:34:12 GMTWolfram