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Question by PandolarBear · Oct 15, 2015 at 06:09 PM · rotationtransformaiquaternionlerp

Smooth Rotation Quaternion Lerp?

Hey Guys! I'm new to coding in Unity and I'm attempting to make a script in which the ai runs around within an arena with a constant forward direction while changing to random y rotations. I had an old version of the script in which the characters would snap to a new y rotation. That worked fine but I wanted to make it so that they smoothly swivel to the new randomly generated value. Working with Quaternions is making my head explode a little bit and I was wondering if anyone could possibly help me resolve my issue. The character does slightly swivel right now but quickly gets stuck between the values of 0 and 180. alt text

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Answer by toromano · Oct 19, 2015 at 11:30 AM

Modifying Euler angle components directly can cause problems. Try Using this in your randomRotation function:

         Vector3 RandomDirection = new Vector3(Random.Range(-1.0f, 1.0f), .0f, Random.Range(-1.0f, 1.0f));
         transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(RandomDirection), currentLerpTime / lerptime);


Using

 rotateAngle.y = Random.Range( -180.0f,180.0f);

might solve your problem too.

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