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Question by Gigaman1 · Apr 19, 2018 at 12:26 PM · c#unity 5rotate

Rotating without slowing down before reaching target

// Working on this for a few days now and I couldn’t find anything on the net that works. I need to turn //a character to a target object in the scene without slowing down at the end of the rotation. When I use //lerp the character works fine rotating in the counterclockwise direction, but never gets close enough //to the target turning in the clockwise direction (I think that is because of slowing down).

float diff = transform.rotation.eulerAngles.y - couchTargetFloorHeight.eulerAngles.y;

     if (Mathf.Abs(diff) > enoughTurning)
     {
         Vector3 direction = couchTargetFloorHeight.position - transform.position;
         Quaternion rotation = Quaternion.LookRotation(direction);
         transform.rotation = Quaternion.Slerp(transform.rotation, rotation, turnSpeed * Time.deltaTime);
     }
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Answer by MarioSantoso · Apr 19, 2018 at 12:29 PM

You can try RotateTowards

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avatar image Gigaman1 · Apr 19, 2018 at 06:12 PM 0
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Thank you for your answer. Is there any way to rotate on the y axis? $$anonymous$$y character is rotating on the z axis. public float speed; private void RoomCenterTurn() { float diff = transform.rotation.eulerAngles.y - couchTargetFloorHeight.eulerAngles.y;

     if ($$anonymous$$athf.Abs(diff) > enoughTurning)
     {
         float step = speed * Time.deltaTime;
         transform.rotation = Quaternion.RotateTowards(transform.rotation, couchTargetFloorHeight.rotation, step);
     }
avatar image MarioSantoso Gigaman1 · Apr 26, 2018 at 01:26 AM 0
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Oh sorry, i was't aware there's a follow up question. Anyway, glad it worked out for you.

avatar image Gigaman1 · Apr 19, 2018 at 06:33 PM 0
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Thank you very much for your help. Here is the working code in case someone needs it:

 public float speed;
     Vector3 eulerAngles; 
     private void RoomCenterTurn()
     {
         //Vector3 direction = couchTargetFloorHeight.position - transform.position;
         //Quaternion rotation = Quaternion.LookRotation(direction);
         //transform.rotation = Quaternion.Lerp(transform.rotation, rotation, turnSpeed * Time.deltaTime);
         float diff = transform.rotation.eulerAngles.y - couchTargetFloorHeight.eulerAngles.y;
         Debug.Log("couch x " + couchTargetFloorHeight.eulerAngles.x);
 
         if ($$anonymous$$athf.Abs(diff) > enoughTurning)
         {
             //transform.LookAt(transform.position - couchTargetFloorHeight.position);
             eulerAngles = transform.rotation.eulerAngles;
             eulerAngles = new Vector3(0, eulerAngles.y, 0);
             transform.rotation = Quaternion.Euler(eulerAngles);
             float step = speed * Time.deltaTime;
             transform.rotation = Quaternion.RotateTowards(transform.rotation, couchTargetFloorHeight.rotation, step);
             Debug.Log("difference " + $$anonymous$$ath.Abs(diff));
         }

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Answer by Vollmondum · Apr 19, 2018 at 12:40 PM

LookAt(transform.position - target.position)

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Answer by Gigaman1 · Apr 19, 2018 at 06:22 PM

Thank you for your answer. I’ve looked at lookat before but I didn’t remember why I couldn’t make it work. The code below starts my character aligned with my camera. Do you have any hints on how I could fix it? private void RoomCenterTurn() { float diff = transform.rotation.eulerAngles.y - couchTargetFloorHeight.eulerAngles.y;

     if (Mathf.Abs(diff) > enoughTurning)
     {
         transform.LookAt(transform.position - couchTargetFloorHeight.position);
     }
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avatar image Gigaman1 · Apr 19, 2018 at 06:34 PM 0
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Thank you very much for your help! Here is the working code in case someone needs it: public float speed; Vector3 eulerAngles; private void RoomCenterTurn() { //Vector3 direction = couchTargetFloorHeight.position - transform.position; //Quaternion rotation = Quaternion.LookRotation(direction); //transform.rotation = Quaternion.Lerp(transform.rotation, rotation, turnSpeed * Time.deltaTime); float diff = transform.rotation.eulerAngles.y - couchTargetFloorHeight.eulerAngles.y; Debug.Log("couch x " + couchTargetFloorHeight.eulerAngles.x);

 if ($$anonymous$$athf.Abs(diff) > enoughTurning)
 {
     //transform.LookAt(transform.position - couchTargetFloorHeight.position);
     eulerAngles = transform.rotation.eulerAngles;
     eulerAngles = new Vector3(0, eulerAngles.y, 0);
     transform.rotation = Quaternion.Euler(eulerAngles);
     float step = speed * Time.deltaTime;
     transform.rotation = Quaternion.RotateTowards(transform.rotation, couchTargetFloorHeight.rotation, step);
     Debug.Log("difference " + $$anonymous$$ath.Abs(diff));
 }

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