


Transform.position = Vector3.Lerp(startPos, endPos, pct2) lerAngles = Vector3.Lerp(startRot, endRot, pctComplete*2f) Transform.position = Vector3.Lerp(startPos, endPos, pctComplete*2f) RandomRange(startRot.z-rotRange, startRot.z+rotRange)įloat timePassed = Time.time - startTime įloat pctComplete = timePassed / animDur LockRotToZ? 0 : randomRange(startRot.y-rotRange, startRot.y+rotRange), LockRotToZ? 0 : randomRange(startRot.x-rotRange, startRot.x+rotRange), NoZMove? 0 : randomRange(startPos.z-posRange, startPos.z+posRange) RandomRange(startPos.y-posRange, startPos.y+posRange), RandomRange(startPos.x-posRange, startPos.x+posRange), Here’s another one for anyone from Google using System.Collections Transform.position = Vector3.Lerp(toPos, startPos, (m - 0.5f) * 2.0f) Transform.position = Vector3.Lerp(startPos, toPos, m * 2.0f) ToPos.z += Random.Range(-1.0f, +1.0f) * distance.z įloat d = (Time.time - timeStart) / speed, m = curve.Evaluate(d) Set what you want to Wiggle by in the Distance, you can make it wiggle in the x,y & z. My first Script in Unity, and it seems to work… Crikey!!.

Hi, here’s a little wiggle script I knocked up…
