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Question by RuRo · Feb 03, 2018 at 09:53 PM · quaternioncomparerotatetowards

Quaternion.RotateTowards stopping precision.

I am currently updating the rotation of my camera in Update like this:

 transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, Time.deltaTime * RotationSpeed);

However, the transform.rotation never becomes targetRotation for some angles.

targetRotation is constant and the rotation looks correct.

 

I understand, that Quaternions use floating point numbers, so some imprecision is expected, so I have tried comparing the values with

 Mathf.Approximately(0, Quaternion.Angle(transform.rotation, targetRotation))

and

 Quaternion.Angle(transform.rotation, targetRotation) <= Quaternion.kEpsilon

and

 Quaternion.Angle(transform.rotation, targetRotation) <= Mathf.Epsilon

 

But the RotateTowards function sometimes stops, with an angle of up to 0.2 degrees between transform.rotation and targetRotation, which is much bigger than even Quaternion.kEpsilon, which is 10E-6 on my machine.

 

So how am I supposed to check, when the rotation is finished? Of course, I could just choose an arbitrary epsilon value and hope, that it is big enough, but this seems wrong.

 

I think the problem is with the assignment itself. ( transform.rotation = ...)

But I can't quite figure out, what is wrong with it.


Update:

Minimal non- working example

 private void Update()
 {
     Quaternion target = Quaternion.Euler(0f, 90.0001f, 0f);
     transform.rotation = target;
     Debug.Log("Angle = " + Quaternion.Angle(transform.rotation, target));
 }

Prints Angle = 0.03956468

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