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Question by onur_o · Sep 25, 2020 at 06:27 PM · rotationquaternionslerpmain camera

A Problem With Quaternion.Slerp

I wrote a code block to rotate the main camera. However, the result is not what I want.

public Transform mainCamera;

     public Vector3 toVector;
     
     public float speed;
     private float timeCount = 0.0f;
 
     private Quaternion from;
     private Quaternion to;
 
     private void Awake()
     {
         mainCamera = GameObject.FindGameObjectWithTag("MainCamera").transform;
     }
 
     private void OnEnable()
     {
         from = mainCamera.localRotation;
         to = Quaternion.Euler(toVector);
     }
 
     
     void Update()
     {
         mainCamera.localRotation = Quaternion.Slerp(from, to, timeCount);
         timeCount = timeCount + speed * Time.deltaTime;
         if (timeCount > 1.0f)
         {
             timeCount = 0.0f;
             this.enabled = false;
         }
     }

alt text Result; alt text

How to fix it?

inspector-1.png (9.9 kB)
inspector-3.png (12.7 kB)
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Answer by Kaart · Sep 25, 2020 at 08:00 PM

I modified your script a little. Seems to work fine now. You might want to consider using WaitForSeconds (https://docs.unity3d.com/ScriptReference/WaitForSeconds.html) instead but for now this seems to work fine. Hope this helps.

     public Transform mainCamera;
 
     public Vector3 toVector;
 
     public float speed;
     private float timeCount = 0.0f;
 
     private Quaternion from;
     private Quaternion to;
 
     private bool rotating;
 
     private void Awake()
     {
         mainCamera = GameObject.FindGameObjectWithTag("MainCamera").transform;
         rotating = true;
     }
 
     private void OnEnable()
     {
         from = mainCamera.localRotation;
         to = Quaternion.Euler(toVector);
     }
 
     void Update()
     {
         if (rotating)
         {
             mainCamera.localRotation = Quaternion.Slerp(from, to, timeCount);
             timeCount = timeCount + speed * Time.deltaTime;
             if (timeCount >= 1.0f)
             {
                 rotating = false;
                 mainCamera.localRotation = to;
             }
         }
     }

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Answer by onur_o · Sep 25, 2020 at 08:22 PM

It works... Perfect. Thank you so much...

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