smooth rotation unity
Vector3 targetRotation = path[i].transform.position - transform.position;
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(targetRotation), 4f * Time.deltaTime);
//LookRotation points the positive 'Z' side of an object in a specified direction
//FromToRotation creates a rotation that from one direction to another direction
3.9
10
float targetAngle = 90;
float turnSpeed = 5;
transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.Euler (0, 0, targetAngle), turnSpeed * Time.deltaTime);
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10
0
4.29
7
float targetAngle = 90; float turnSpeed = 5; transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.Euler (0, 0, targetAngle), turnSpeed * Time.deltaTime);
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7
0
3.8
5
private float desiredRot; public float rotSpeed = 250; public float damping = 10; private void OnEnable() { desiredRot = transform.eulerAngles.z; } private void Update() { if (Input.GetMouseButton(0)) { if (Input.mousePosition.x > Screen.width / 2) desiredRot -= rotSpeed * Time.deltaTime; else desiredRot += rotSpeed * Time.deltaTime; } var desiredRotQ = Quaternion.Euler(transform.eulerAngles.x, transform.eulerAngles.y, desiredRot); transform.rotation = Quaternion.Lerp(transform.rotation, desiredRotQ, Time.deltaTime * damping); }
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5
0
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