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Question by z0code0z · Oct 05, 2019 at 10:48 PM · rotationrigidbodyquaternionlerpprecision

fromtorotation inacurate Help fixing?

so i found the following setup on here :

 Quaternion slopeRotation = Quaternion.FromToRotation(transform.up, RaycastSentToGrav.normal);
  
  transform.rotation = Quaternion.Lerp(transform.rotation, slopeRotation * transform.rotation, 10f * Time.fixedDeltaTime);

and while it works, its inaccurate by over .5 degrees in atleast 2 axis

so now the question is how do i make this more accurate?

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avatar image SpaceManDan · Oct 06, 2019 at 01:49 AM 0
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$$anonymous$$an, I want to help so bad, but this isn't enough info to go on. It could very well be the way your using the Lerp that's causing the inacuracy but that all depends on what it is your trying to do. I saw your other post about aligning a rotation to anothers transform.up.

If you take the time to explain in a bit of detail whats going on now and in detail what you want to happen I will try to help you out with this.

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