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Question by Shanmf3d · Jan 08, 2018 at 06:24 PM · camerarotationiostransforminterpolation

Smooth Camera Rotation with Deceleration

I've been trying to find a solution to creating a camera deceleration when orbiting around a scene. For an application that I am developing for the IOS.

I have a make shift approach that uses the Lerp function but the transition is not smooth enough like some transitions that you see on native IOS application.

The example code is below:

 void Update()
     {
         if (Input.touchCount > 0)
         {
             if (Input.GetTouch(0).phase == TouchPhase.Moved)// */ Input.GetMouseButton(0))
             {
                 if (target)
                 {
                     CamOrbit();
                 }
             }
             if (Input.GetTouch(0).phase == TouchPhase.Ended) // */Input.GetMouseButtonUp(0))
             {
                 InputX = Input.GetAxis("Mouse X");
                 InputY = -Input.GetAxis("Mouse Y");    
                 isMoving = true;
                 current = 1;
             }
         }
     }
     void LateUpdate()
     { 
         if (isMoving)
         {    
             Quaternion rotation;
             current += Time.deltaTime;

             x += -InputX * xSpeed * 0.02f;
             y += -InputY * ySpeed * 0.02f;
 
             rotation = Quaternion.Euler(y, x, 0);
 
             transform.rotation = Quaternion.Lerp(rotation, CamOrbit(), 100f * Time.deltaTime);
 
             if (current > 1.2)
                 isMoving = false;
         }
 
     }
 
     private Quaternion CamOrbit()
     {
         x += -Input.GetAxis("Mouse X") * xSpeed * 0.02f;
         y -= -Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
     
         rotation = Quaternion.Euler(y, x, 0);
         transform.rotation = rotation;
 
         return rotation;
 }

I tried using Slerp, but the effect was more or less the same, I know I might have used it in an incorrect way, But i do hope someone can shed some light on this.

Thanks, Shanaire.

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Answer by Shanmf3d · Jan 31, 2018 at 10:10 AM

I came to a solution to this answer.

The Solution is as follows. Just if anyone else has a similar issue.

     void Update()
     {
         if (Input.touchCount > 0)
         {
             if (Input.GetTouch(0).phase == TouchPhase.Moved)// */ Input.GetMouseButton(0))
             {
                 if (target)
                 {
                     newRotation = CamOrbit();
                 }
             }
         }
     }
     void LateUpdate()
     {
         ApplyNewRotation(newRotation, Damping);
     }
 
     private Quaternion CamOrbit()
     {
         x += -Input.GetAxis("Mouse X") * xSpeed * 0.02f;
         y -= -Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
 
         rotation = Quaternion.Euler(y, x, 0);
 
         return rotation;
 
     }
 
     void ApplyNewRotation(Quaternion NewRotation, float Damping)
     {
         transform.rotation = Quaternion.Lerp(transform.rotation, NewRotation, Time.deltaTime * Damping);
     }
 
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