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Question by virdisss · Sep 13, 2015 at 05:37 PM · lerpdirectionlag

Problem with Rotation?

Hi everyone, i'm virdisss and i'm new on this forum. I'm building a snake game and it works perfectly fine in my mac. But in a real android device i'm having some weird problems with the snake movement. It lags everytime i change my snake position, i mean if i'm going horizontally and i switch to vertical in the process the game lags during 1 or 2 second(s) and goes back to normal after. Do you think it has something to do with the rotation ? By the way i'm using Vector3.Lerp to smooth the snake movement. Here are some functions that i use to move and rotate my snake.

 public void ChangeRotation(SnakeDetails details) 
     {
         Vector3 rotation;
         
         if (details.Sens == 0) 
         {
             if (details.VerticalDir == 1) 
             {
                 rotation = new Vector3(0, 0,180);
             }
             else
             {
                 rotation = new Vector3(0, 0, 0);
             }
             transform.rotation = Quaternion.Euler(rotation);
             details.Sens = 1;
             details.HorizontalDir = 0;
         } 
         else 
         {
             if (details.HorizontalDir == 1)
             {
                 rotation = new Vector3(0, 0, 90);
             }
             else
             {
                 rotation = new Vector3(0, 0, -90);
             }
             transform.Rotate(rotation);
             details.Sens = 0;
             details.VerticalDir = 0;
         }
         details.HeadRotation = transform.rotation;
         details.Rotate();
     }
     
     public float Move(SnakeDetails details, float smoothing) 
     {
         int n = details.Parts.Count;
         
         if ((n%3) == 0 && n == previousValue && smoothing <= 25f)
         {
             smoothing +=adjustValue;
             previousValue += 3;
         }
 
         if (details.Sens == 0) 
         {
             transform.position = Vector3.Lerp(transform.position, new Vector3(transform.position.x + details.HorizontalDir * details.Width, transform.position.y, 0), smoothing * Time.deltaTime);
         } 
         else 
         {
             transform.position = Vector3.Lerp(transform.position, new Vector3(transform.position.x, transform.position.y + details.VerticalDir * details.Width, 0), smoothing * Time.deltaTime);                                                             
         }
 
         for (int i = n-1; i >= 0; i--)
         {
             if (details.Parts[i] != null)
             {
                 if (i == 0)
                 {
                     details.Parts[i].transform.position = Vector3.Lerp(details.Parts[i].transform.position, details.HeadPosition, smoothing * Time.deltaTime);
                 }
                 else
                 {
                     details.Parts[i].transform.position = Vector3.Lerp(details.Parts[i].transform.position, details.Parts[i - 1].transform.position, smoothing * Time.deltaTime);
                 }
             }
         } 
 
         details.HeadPosition = transform.position;
         return smoothing;
     }
 
 public void Rotate()
     {
         int n =Parts.Count;
         for (int i = 0; i < n; i++)
         {
             if (Parts[i] != null)
                 Parts[i].gameObject.transform.rotation = HeadRotation;
         }
     }

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