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Question by AaronKanaron · Aug 17, 2020 at 07:54 AM · movementmovement scriptplayer movement

How do i lerp player movement?,How to lerp movment

Hello, I have made a third person controller and when I stop walking, I stop immediately. How could I lerp the player's movement, making them slowly stop instead of just stopping right away. This is my code right now. I am very new to c# and unity so I did watch a tutorial but made some things myself. Any help is appreciated. The print stuff is just for debugging.

 using System.Collections;
 using System.Collections.Generic;
 using System.Collections.Specialized;
 using System.Runtime.InteropServices;
 using System.Security.Cryptography;
 using System.Threading;
 using UnityEngine;
 
 public class ThirdPersonMovement : MonoBehaviour
 {
     public CharacterController controller;
     public Transform cam;
 
     public float speed = 6;
     public float gravity = -9.81f;
     public float jumpHeight = 3;
     Vector3 velocity;
     bool isGrounded;
 
     public Transform groundCheck;
     public float groundDistance = 0.4f;
     public LayerMask groundMask;
 
     float turnSmoothVelocity;
     public float turnSmoothTime = 0.1f;
 
     // Update is called once per frame
     void Update()
     {


         //jump

         isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
 
         if (isGrounded && velocity.y < 0)
         {
             velocity.y = -2f;
         }
 
         if (Input.GetButtonDown("Jump") && isGrounded)
         {
             print("jumping");
             velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity);
         }
         if (Input.GetButtonDown("Jump"))
         {
             print("jump");
         }


         //gravity

         velocity.y += gravity * Time.deltaTime;
         controller.Move(velocity * Time.deltaTime);


         //walk

         float horizontal = Input.GetAxisRaw("Horizontal");
         float vertical = Input.GetAxisRaw("Vertical");
         Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;
 
         if(direction.magnitude >= 0.1f)
         {
             print("walking");
             float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
             float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
             transform.rotation = Quaternion.Euler(0f, angle, 0f);
 
             Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
             controller.Move(moveDir.normalized * speed * Time.deltaTime);
         }
         if (direction.magnitude == 0f && isGrounded == true)
         {
             print("idle");
         }
     }
 }
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