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Question by timeslider · Dec 02, 2016 at 03:41 AM · rotationrigidbodyquaternionscale

How can I get a rigid body object to face in the direction my joystick is pointing smoothly?

I finally got it to look in the direction of my joystick but I'm clueless when it comes to making it smooth. I tried using Quaternion.Lerp but I couldn't get it working. Here's a simplified version of the code so far:

 public class heroMove2 : MonoBehaviour
 {
 private float speed;
 private Rigidbody heroRigidBody;

 void Start()
 {
     heroRigidBody = GetComponent<Rigidbody>();
     speed = 5.0f;
 }

 void FixedUpdate()
 {

     if ((Input.GetAxis("Horizontal") != 0) || (Input.GetAxis("Vertical") != 0))
     {

         float moveHorizontal = Input.GetAxis("Horizontal");
         float moveVertical = Input.GetAxis("Vertical");

         Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);

         heroRigidBody.velocity = movement * speed;

         Quaternion rotation = Quaternion.Euler(new Vector3(0.0f, -Mathf.Atan2(moveVertical, moveHorizontal) * Mathf.Rad2Deg, 0.0f));
         heroRigidBody.MoveRotation(rotation);
     }
 }

}

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