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Question by nikita68 · May 26, 2013 at 06:16 PM · quaternionlerpshootinggun

Quaternion.Lerp messing up after being deactived and then activated again

Hey everybody!

I have a gun script that automatically makes the gun face the camera. Everything runs fine, but when i reactivate again (after hours of narrowing down the problem), the lerp function goes haywire and makes the gun start rolling on the x axis when the player starts moving.

 //get our position
 transform.position = Vector3.Lerp(transform.position, GameObject.FindGameObjectWithTag(tagOfWeaponLocation).transform.position, 0.99f);
 //get our rotation if we're not firing the weapon
 if(GetComponent<WeaponFire>().beingFired == false)
 {
 
 transform.rotation = Quaternion.Lerp(transform.rotation, GameObject.FindGameObjectWithTag(tagOfCamera).camera.transform.rotation, 0.433f);
 Debug.Log(Quaternion.Lerp(transform.rotation, GameObject.FindGameObjectWithTag(tagOfCamera).camera.transform.rotation, 0.433f));
 }

Thanks for any insight/help, Nikita

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Answer by nikita68 · May 27, 2013 at 12:55 PM

Doesn't matter. Solved by making the gun a child of a different object.

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avatar image UnityDevelopper · Jun 01, 2014 at 02:49 AM 0
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incase this is a problem in the future, Quaternion.RotateTowards is what i suggest

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