void Update() { age += Time.deltaTime; Vector3 offset = AnimMath.SpotOnCircleXZ(radius, age); transform.position = target.position + offset; }
// Update is called once per frame void Update() { age += Time.deltaTime * HUDController.timeScale; // Use timescale with delta time Vector3 offset = AnimMath.SpotOnCircleXZ(radius, age); // math transform.position = target.position + offset; }
// Update is called once per frame void Update() { Vector3 offset = AnimMath.SpotOnCircleXZ(radius, age, speed); transform.position = target.transform.position + offset; age += Time.deltaTime * direction; roty += Time.deltaTime * speed; transform.rotation = Quaternion.Euler(0, roty, 0); }
// Update is called once per frame void Update() { age += Time.deltaTime * HUDController.timeScale; Vector3 offset = AnimMath.SpotOnCircleXZ(age, radius); // Math transform.position = target.position + offset; }
// Update is called once per frame void Update() { age += Time.deltaTime; //Vector3 offset = new Vector3(); //offset.x = Mathf.Sin(age) * radius; //offset.z = Mathf.Cos(age) * radius; Vector3 offset = AnimMath.SpotOnCircleXZ(radius, age); transform.position = target.position + offset; }
void Update() { // Update the time since last frame multiplied by the speed, and add that to the age. age += (speed * Time.deltaTime); // Create a vector that moves a point on a radius based on age. Vector3 offset = AnimMath.SpotOnCircleXZ(radius, age, sinSkew, sinPosSkew, sinWaveFreq, sinWaveSet, cosSkew, cosPosSkew, cosWaveFreq, cosWaveSet); // Using the calculated offset, transform the object transform.position = target.position + offset; // Manipulate the speed of the moving object }