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Question by Subcreation · Dec 27, 2019 at 07:54 PM · vector3quaterniontime.deltatimedeltatimerotatetowards

RotateTowards with deltaTime Causes Spinning!

I am working in 2D and trying to get a unit to turn slowly toward a position.


To do so, I've tried using RotateTowards in several forms.

 Quaternion targetRotation =
     Quaternion.LookRotation(Vector3.forward, pather.currPath.vectorPath[1]-transform.position);
 // This gets the target rotation where "up" is pointed toward the target position.
 // pather.currPath.vectorPath[1] is the Vec3 point I'm trying to point toward.
     
 transform.rotation = Quaternion.RotateTowards(transform.rotation,targetRotation,15f*Time.deltaTime);
 // Expected behavior: turn 15 deg/sec until facing the right way, then stop.
 // Actual behavior: turn continuously, spinning slowly without end.

The problem only occurs when I add in Time.deltaTime. If the last parameter is just a number like 15f, it turns rapidly to the correct rotation. When I set transform.rotation = targetRotation, the same happens, which means I should be able to use deltaTime to rotate at a fixed rate, but the object just keeps spinning.


I have also tried using vectors:

 transform.up = Vector3.RotateTowards(transform.up, pather.currPath.vectorPath[1]-transform.position, 15f*Time.deltaTime*Mathf.Deg2Rad, 100f);
 // Same idea as above using Vector3.RotateTowards.

When I try this code using fixed values instead of 15f*Time.deltaTime*Mathf.Deg2Rad, it snaps to the right rotation for values above ~.01f and spins endlessly for values below.


Multiplying by Time.deltaTime in RotateTowards is normal in the documentation, so I don't think there should be any floating point error or anything. What could be causing this?

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