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Question by RyanH20 · Jul 10, 2020 at 10:15 AM · 2d

Moving smoothly along a 2D path

I'm trying to move an object smoothly along a waypoint path. (if it matters, its a butterfly).

I started with this - when a waypoint is reached, turn to face the next waypoint with:

 transform.up = waypoints[currentWaypoint].position - transform.position;
 

Then in update, moving towards the waypoint with :

 transform.position = Vector2.MoveTowards(transform.position, waypoints[currentWaypoint].position, moveSpeed * Time.deltaTime);


That works fine but its not very butterfly-like. I then tried

 accum += Time.deltaTime ;
 
 transform.position = Vector2.MoveTowards(transform.position, waypoints[currentWaypoint].position, Mathf.SmoothStep(moveSpeed/2,moveSpeed, accum) * Time.deltaTime);

Its maybe a little better but still sharp angles instead of smooth curves. So then I tried using slerp

 accum += Time.deltaTime ;
             transform.position = Vector3.Slerp(transform.position, waypoints[currentWaypoint].position, 1-((moveSpeed-accum)/moveSpeed));


The path is much smoother but the speed isn't, it accelerates away from a waypoint then slows down, pauses at the waypoint then moves on and I don't know why. (also, minor quibble but a higher moveSpeed is now slower movement because it now represents the time taken to complete the move rather than the speed it moves at.

Currently I've got this

 transform.up =Vector3.Slerp(transform.up, waypoints[currentWaypoint].position - transform.position, (moveSpeed/2)*Time.deltaTime);
  transform.position = Vector2.MoveTowards(transform.position, waypoints[currentWaypoint].position, moveSpeed * Time.deltaTime);

This works pretty well except that it flies sideways because it takes its time with the rotation but flies directly to the next waypoint but when I slerp or lerp the movement , the speed isn't smooth and consistent, it speeds up then slows down and pauses at the waypoint.

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