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Question by uimpag · May 17, 2019 at 08:12 AM · rotationgameobjectquaternionsmoothrotatetowards

My Quaternion.RotateTowards is instant

Hi short question,

I am using Quaternion.RotateTowards for a smooth rotation, but it doesn't work, because my Quaternion.RotateTowards is always instant (I watched it it takes always only 1 Frame).

"Door.transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, Time.deltaTime * speed);"

My speed can be 1000000.0f or 0.0000001f, it is always done in 1 Frame and I don't get why.

Ttg

uimpag

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Answer by Elapse · Apr 11, 2020 at 10:27 PM

I get the same result. Did you found out whats wrong or is it a bug?

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avatar image uimpag · Apr 12, 2020 at 12:59 AM 0
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Yes I did, for the speed you don't need a number * Time.deltaTime, you just need to call a function which does the "Quaternion.RotateTowards" once and that's it

$$anonymous$$ine looked like this then:

  public void OpenDoor(float rotateSpeed)
 {
     Door.transform.localRotation = Quaternion.RotateTowards(Door.transform.localRotation, targetRotation, rotateSpeed);
 }


avatar image Elapse uimpag · Apr 12, 2020 at 10:41 AM 0
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Thank you for your reply. $$anonymous$$y fault was at a different spot. I tryed to clamp the Quaternion value from my target rotation and it failed. It actually applied the rotation ins$$anonymous$$d of reading it only.

The thing with Time.deltaTime or in my case Time.fixedDeltaTime works as intended when I removed my clamp function. And it should be. Otherwise it applies the rotation in a step = rotateSpeed once per call. in fixedUpdate its still s$$anonymous$$dy, but in your case you can rely on Time.deltaTime for hardware independent rotations in the same speed. I guess its degree per second with delta.

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