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Question by RGVexed · Jan 11, 2018 at 01:42 PM · camerarotationphysicsrigidbodyquaternion

Orbit cam and Rigidbodies aiming

I've been trying to create a orbit cam that also aims a ship but I'm running into minor issues. At slow turning speeds the ship jitters.

alt text

Working behavior on broad turns: alt text

Camera code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class OrbitFollow : MonoBehaviour {
     public Transform target; 
     Quaternion finalRotation;
     Vector3 finalPos;
     float distance = 10.0f;
     float distanceMin = 3f;
     float distanceMax = 15f;
     float x, y, dx, dy;
 
     private void Update()
     {
         //Rotation
         Cursor.lockState = CursorLockMode.Locked;
         x += Input.GetAxisRaw("Mouse X") * 2f;
         y -= Input.GetAxisRaw("Mouse Y") * 2f;
         finalRotation = transform.localRotation * Quaternion.Euler(y - dy, x - dx, 0);
         dx = x;
         dy = y;
         transform.rotation = Quaternion.Lerp(transform.rotation, finalRotation, 100f * Time.deltaTime);
 
     }
     private void LateUpdate()
     {
         //Position
         distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
         RaycastHit hit;
         if (Physics.Linecast(target.position, transform.position, out hit, 7))
         {
             distance -= hit.distance;
         }
         finalPos = target.position + transform.rotation * new Vector3(0, 3*(distance/distanceMax + 0.25f), -distance);
         transform.position = finalPos; Vector3.Lerp(transform.position, finalPos, 5f * Time.deltaTime);
 
     }
 }

Rigidbody's rotation code:

 //Rotation
         if (driveCam){
             Quaternion newRot = Quaternion.RotateTowards(rb.rotation, driveCam.transform.rotation, 1);
             rb.MoveRotation(Quaternion.Lerp(rb.rotation,newRot, turnSpeed*turnSpeedModifier* Time.deltaTime));
         }    

I need the rigidbody to turn at a constant rate regardless of how far ahead the camera is

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