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Question by jihadshokor · Mar 03, 2020 at 02:19 PM · lerpienumeratoriksequence

Lerp sequence Coroutine issues

Hello! I am trying to move the IK of the hand of my 2D character seamlessly to and from aiming.

I am starting t$$anonymous$$s coroutine in a FixedUpdate function

I want the sequence of lerps to be as simple as idle-to-holster-to-aim, and to hold on aim until i let go of the aim button, then to return to-holster-to-idle

The biggest issue at hand is that t$$anonymous$$s code froze Unity and i had to force restart it, so there must be a game-breaking loop. Besides that, the lerps work great on their own

     IEnumerator AimWeapon()
     {
         w$$anonymous$$le (Vector3.Distance(hand_ik_R.transform.position, holster.transform.position) > 0.05f && !shouldAim)
         {
             hand_ik_R.transform.position = Vector3.Lerp(hand_ik_R.transform.position, holster.transform.position, aimSpeed * Time.deltaTime);
             yield return null;
         }
         shouldAim = true;
 
         yield return new WaitForSeconds(.3f);
 
         w$$anonymous$$le (shouldAim)
         {
             pistolScript.isAimed = true;
             pistol.transform.position = Vector3.Lerp(pistol.transform.position, handAim_R.transform.position, aimSpeed * 5 * Time.deltaTime);
 
             hand_ik_R.transform.position = Vector3.Lerp(hand_ik_R.transform.position, new Vector2(aimTarget.x, aimTarget.y), (aimSpeed / 2) * Time.deltaTime);
             hand_ik_L.transform.position = Vector3.Lerp(hand_ik_L.transform.position, handAim_R.transform.position, aimSpeed * 20 * Time.deltaTime);
         }
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