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Question by jsabandal1 · Nov 27, 2017 at 06:16 PM · rotationquaternionrotate

Does anyone know how to convert this rotation to lerp

 public void SimulateGravity(Transform body)
 {
     Vector2 targetDirection = (body.position - transform.position).normalized;
     Vector2 bodyUp = body.up;

     body.GetComponent<Rigidbody2D>().AddForce(targetDirection * gravity * Time.deltaTime, ForceMode2D.Impulse);

     body.rotation = Quaternion.FromToRotation(bodyUp, targetDirection) * body.rotation;

     // make the line at the bottom work
     Quaternion.Lerp(MyRotation, ToRotation, 1.0f);
 }
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Answer by Legend_Bacon · Nov 27, 2017 at 06:31 PM

Hello there,

Quaternion.Lerp RETURNS a value, so you probably want to do body.rotation = Quaternion.Lerp(MyRotation, ToRotation, 1.0f); instead.

Since you're dealing with Quaternions, I would also recommend using Quaternion.Slerp() instead, it's usually more precise.

Hope that helps!

~LegendBacon

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avatar image jsabandal1 · Nov 27, 2017 at 06:33 PM 0
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Thank you! I figured it out and this is how I did it. I appreciate the comment.

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