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Question by Lautaro-Arino · Feb 08, 2014 at 06:55 PM · c#quaternionlerpmath

Comparing lerping quaternion

2d top down game. I want my transform to first rotate and face the target position and then move towards it. I got the rotation towards the target position done. It works great. But i need a way to set a bool when the rotation is finished, or finished enough. I tried comparing the quaternions or using quaternion.angle to see if i got a good result but it never arrives. How can i make it so that the bool sets to false when the rotation is 'good enough'?

Ps. i dont want to set a duration for the lerp, i want it to move at a constant speed so that the fewer the angles to rotate, the shorter time it takes.

 if (Input.GetMouseButtonDown (0)) {
                         target = Camera.main.ScreenToWorldPoint (Input.mousePosition);
                         rotateToTarget = true;
                 }
 
                 if (rotateToTarget == true && target != null) {                                
             
                         targetRotation = Quaternion.LookRotation (transform.position - target, Vector3.forward);
                         targetRotation.x = 0.0f;
                         targetRotation.y = 0.0f;
             
                         player.transform.rotation = Quaternion.Slerp (transform.rotation, targetRotation, Time.deltaTime * rotationSpeed);    
                         print (player.transform.eulerAngles + " --> " + targetRotation.eulerAngles);
 
                         if (player.transform.rotation == targetRotation) {
                                 rotateToTarget = false;
                                 travelToTarget = true;
                                 print ("rotation finished");
                         }            
                 }
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Answer by Owen-Reynolds · Feb 08, 2014 at 07:46 PM

if(Quaterion.Angle(player.rotation, targetRotation)<1) works fine for me. Of course, it only checks facing, not "spin" (which is rarely an issue.) I also usually add player.rotation=targetRotation; at the end, for an exact match.

If you want constant speed, replace Lerp with RotateTowards.

== is always a problem, and Lerp will mostly stop at 0.000001 away. EulerAngles have the non-1-to-1 problem: Bruce is at 179.9, but Sally is rotating down from -170, so seems far away (and even weirder stuff, where -180,-180 is the same as 0,0.)

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avatar image Lautaro-Arino · Feb 08, 2014 at 08:00 PM 0
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How would you use RotateTowards? I only want rotation on z axis.

avatar image Owen-Reynolds · Feb 09, 2014 at 02:37 PM 0
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See the scripting docs. The main diff between RotTowards and (s)Lerp is that Lerp takes a unit-less percent/fame, while RotTo takes, I think degrees/sec.

The common tricks to rotate on one axis are: 1) make sure the target point is "level" with you. Or, 2) rotate your own angle vars ($$anonymous$$athf.LerpAngle helps with rotating 3 degrees to 356 degrees correctly) and then Quaternion.Euler.

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