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Question by ThunderEntertainment · Nov 02, 2018 at 08:45 AM · movementupdatebooleanefficiency

Is there a better way to do this?

Hello, Take a look at the code below:

     bool moveToChair;
 
     void Update()
     {
 
         if (Input.GetKeyDown("e"))
         {
             moveToChair = true;
         }
 
         if (moveToChair)
         {
             Vector3 target = new Vector3(chair.transform.position.x - transform.parent.parent.position.x, 0f, chair.transform.position.z - transform.parent.parent.position.z);
             Quaternion rot = Quaternion.LookRotation(target);
             transform.parent.parent.rotation = Quaternion.Slerp(transform.parent.parent.rotation, rot, 0.1f);
             transform.parent.parent.Translate(Vector3.forward * 0.05f);
 
             if (Vector3.Distance(transform.parent.parent.position, chair.transform.position) < 0.5f)
             {
                 transform.parent.parent.position = chair.transform.position;
                 print("moved");
             }
         }
     }

Using a bool to determine when to move does not seem like the most efficient solution. Is there a better way to do this? Using an Ienumerator, threading or something else maybe?

I appreciate your help.

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avatar image eses · Nov 02, 2018 at 10:58 AM 0
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@ThunderEntertainment - Hi, why not just do:

 if (Input.Get$$anonymous$$eyDown("e"))
 {
 // Your code here...
 }
avatar image ThunderEntertainment · Nov 02, 2018 at 11:22 AM 0
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@eses Hey eses, thanks for your comment. Thats because Quaternion.Slerp and transform.Translate need to be run every frame to move the player.

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