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Object makes random jumps in rotation
![alt text][1]I made this copy rotation script where it takes a desired object and copies its rotation to the object that the script has. It works, but then once I added an influence variable (percentage value that determines how much it copies the rotation) I noticed a problem. It seems like when influence in set somewhere between 0 and 1 then if I rotate the copyObject too far (), the object will make a jump in rotation, and then if I go too far again, then it will make another jump (and so on).
Here is the script
public class RotationConstraintCD : MonoBehaviour {
 [SerializeField]
 bool freezeX;
 [SerializeField]
 bool freezeY;
 [SerializeField]
 bool freezeZ;
 [SerializeField]
 [Range(0, 1)]
 float influence;
 float desiredX;
 float desiredY;
 float desiredZ;
 float finalX;
 float finalY;
 float finalZ;
 [SerializeField]
 Transform copyTransform;
 void Update()
 {
     if (!freezeX)
     {
         desiredX = copyTransform.rotation.x;
         finalX = (desiredX * influence);
     }
     if (!freezeY)
     {
         desiredY = copyTransform.rotation.y;
         finalY = (desiredY * influence);
     }
     if (!freezeZ)
     {
         desiredZ = copyTransform.rotation.z;
         finalZ = (desiredZ * influence);
     }
     
     transform.rotation = Quaternion.Euler (new Vector3(finalX, finalY, finalZ));
 }
}
Answer by leftshoe18 · Nov 17, 2018 at 05:56 AM
transform.rotation is a quaternion. You're taking quaternion values and creating a vector3 with them. Try using transform.rotation.eulerAngles.x/y/z instead and see if that helps.
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