'Shake an object back and forth with easing at the end?
I almost want a jarring animation, such that it shakes back and forth rapidly for a second, and then slows back down, easing back into its normal position. There are tons of answers for just continues shaking, but how would I decrease the shake? Would I Lerp
really fast, or use PingPong
with a function that slows?
Solution 1:[1]
You simply can simply shake a GameObject with by getting the original position then in a coroutine function, do YourObjTransform.position = defaultPos + UnityEngine.Random.insideUnitSphere * shakeAmount;
in a while loop for a certain time. After shaking the GameObject, reset the value back to its default position.
As for decreasing the shake, you do shakeAmount += Time.deltaTime;
in the while loop. This will decrease the shake speed in the while loop.
The function below is a complete example of the above statement. It takes three parameters, the GameObject to shake, how long to shake the GameObject and what time to start decreasing the shake.
For example,if you pass in myGameOBject
, 5f
, 3f
to the function, it will shake the myGameOBject
for a total time of 5
seconds. While shaking the myGameOBject
and the counter reaches 3
, it will start to decrease the speed(shakeAmount
) of the shake until timer reaches 5
.
Pass true
to the last parameter if the GameObject to shake is a SpriteRender
so that the z axis won't move and it will only rotate in Z axis when shaking.
public GameObject GameObjectToShake;
bool shaking = false;
IEnumerator shakeGameObjectCOR(GameObject objectToShake, float totalShakeDuration, float decreasePoint, bool objectIs2D = false)
{
if (decreasePoint >= totalShakeDuration)
{
Debug.LogError("decreasePoint must be less than totalShakeDuration...Exiting");
yield break; //Exit!
}
//Get Original Pos and rot
Transform objTransform = objectToShake.transform;
Vector3 defaultPos = objTransform.position;
Quaternion defaultRot = objTransform.rotation;
float counter = 0f;
//Shake Speed
const float speed = 0.1f;
//Angle Rotation(Optional)
const float angleRot = 4;
//Do the actual shaking
while (counter < totalShakeDuration)
{
counter += Time.deltaTime;
float decreaseSpeed = speed;
float decreaseAngle = angleRot;
//Shake GameObject
if (objectIs2D)
{
//Don't Translate the Z Axis if 2D Object
Vector3 tempPos = defaultPos + UnityEngine.Random.insideUnitSphere * decreaseSpeed;
tempPos.z = defaultPos.z;
objTransform.position = tempPos;
//Only Rotate the Z axis if 2D
objTransform.rotation = defaultRot * Quaternion.AngleAxis(UnityEngine.Random.Range(-angleRot, angleRot), new Vector3(0f, 0f, 1f));
}
else
{
objTransform.position = defaultPos + UnityEngine.Random.insideUnitSphere * decreaseSpeed;
objTransform.rotation = defaultRot * Quaternion.AngleAxis(UnityEngine.Random.Range(-angleRot, angleRot), new Vector3(1f, 1f, 1f));
}
yield return null;
//Check if we have reached the decreasePoint then start decreasing decreaseSpeed value
if (counter >= decreasePoint)
{
Debug.Log("Decreasing shake");
//Reset counter to 0
counter = 0f;
while (counter <= decreasePoint)
{
counter += Time.deltaTime;
decreaseSpeed = Mathf.Lerp(speed, 0, counter / decreasePoint);
decreaseAngle = Mathf.Lerp(angleRot, 0, counter / decreasePoint);
Debug.Log("Decrease Value: " + decreaseSpeed);
//Shake GameObject
if (objectIs2D)
{
//Don't Translate the Z Axis if 2D Object
Vector3 tempPos = defaultPos + UnityEngine.Random.insideUnitSphere * decreaseSpeed;
tempPos.z = defaultPos.z;
objTransform.position = tempPos;
//Only Rotate the Z axis if 2D
objTransform.rotation = defaultRot * Quaternion.AngleAxis(UnityEngine.Random.Range(-decreaseAngle, decreaseAngle), new Vector3(0f, 0f, 1f));
}
else
{
objTransform.position = defaultPos + UnityEngine.Random.insideUnitSphere * decreaseSpeed;
objTransform.rotation = defaultRot * Quaternion.AngleAxis(UnityEngine.Random.Range(-decreaseAngle, decreaseAngle), new Vector3(1f, 1f, 1f));
}
yield return null;
}
//Break from the outer loop
break;
}
}
objTransform.position = defaultPos; //Reset to original postion
objTransform.rotation = defaultRot;//Reset to original rotation
shaking = false; //So that we can call this function next time
Debug.Log("Done!");
}
void shakeGameObject(GameObject objectToShake, float shakeDuration, float decreasePoint, bool objectIs2D = false)
{
if (shaking)
{
return;
}
shaking = true;
StartCoroutine(shakeGameObjectCOR(objectToShake, shakeDuration, decreasePoint, objectIs2D));
}
void Start()
{
shakeGameObject(GameObjectToShake, 5, 3f, false);
}
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
Solution | Source |
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Solution 1 |