This question was 
             closed Aug 20, 2021 at 03:57 PM by 
             meszolymilan008 for the following reason: 
             
 
            I got it :)
 
               Question by 
               meszolymilan008 · Aug 20, 2021 at 11:28 AM · 
                transformtransform.rotationquaternionseulerquaternion.slerp  
              
 
              I cant find the issue on my code (Quaternion.Slerp)
Here is my code:
 public class test : MonoBehaviour
 {
     [SerializeField] [Range(0f, 5f)] float rotationSpeed;
     public float z_Z = 0;
     public bool rotating = false;
 
     private void Rotate()
     {
        
             //rotZ += Time.deltaTime * rotationSpeed;
             transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0,0,z_Z),rotationSpeed*Time.deltaTime);
             if (transform.rotation == Quaternion.Euler(0, 0, z_Z))
             {
                 Debug.Log(transform.rotation);
                 rotating = false;
             }
             //transform.rotation = Quaternion.Euler(0, 0, rotZ);
         
     }
     private void Update()
     {
         if (rotating == false)
         {
             if (Input.GetKeyDown(KeyCode.A))
             {
                 z_Z += 90f;
                 if (z_Z > 360)
                 {
                     z_Z = 90;
                 }
                 rotating = true;
             }
             if (Input.GetKeyDown(KeyCode.D))
             {
                 z_Z -= 90f;
                 if (z_Z < -360)
                 {
                     z_Z = -90;
                 }
                 rotating = true;
             }
         }
         if (rotating == true)
         {
             Rotate();
         }
     }
 
 }
 
               After i make a full rotation on my object and + 90 degree (im pressing five times "A" or "D")
Rotating stays "true" but in inspector the transform.rotation and Quaternion.Euler is equal:

               Comment
              
 
               
              Answer by meszolymilan008 · Aug 20, 2021 at 03:51 PM
If im delete :
 if (z_Z < 360)
                  {
                      z_Z = 90;
                  }
 
               it works fine but in inspector after a while ill get very high numbers like 1170f
is there any way to stay around 0-360 float? Becuse i think its bad for performance