Question by
SceneOfAction · Dec 01, 2021 at 11:40 PM ·
lerpslerpsmoothdampsmoothing
I can't figure out smoothing a rotational move. Tried lerp, slerp, all the stuff.
If I'm inputting axis horizontal I call this:
Quaternion newEulerAngle = Quaternion.Euler(transform.rotation.eulerAngles + new Vector3(0f, 0f, (-turnInput * turnAngleStrength * Time.deltaTime * 5f)));
I just want it to happen slowly. Right now it snaps to the stick. I want to turn the stick all the way and have it slowly catch up. Smooth it out. Dampen. I've been trying for days...
Thanks for any insight.
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