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Question by UnityNoob123 · Feb 27, 2018 at 04:34 AM · rotationquaternionnot workingslerp

Quaternion slerp not fully rotating

Hey thanks for checking out my question, I am trying to do some gun recoil where the camera will rotate up when the gun is firing, and then rotate back to the original rotation it had before firing. I have it almost working but the camera will not go fully back to the original rotation. Instead the camera stops about 0.8 units away from the original rotation. I do not know why this is but I would appreciate the help.

within FixedUpdate

 if (Input.GetKey (KeyCode.Mouse0)) {
             isShooting = true;
             shoot(); //recoil is called in this function
         }
         if (Input.GetKeyDown(KeyCode.Mouse0)) {
             initialShotRot = cam.transform.localRotation;
             recoilFinishRot = initialShotRot * Quaternion.Euler(maxRecoil, 0, 0);
         }
         if (Input.GetKeyUp(KeyCode.Mouse0)) {
             isShooting = false;
             StartCoroutine(RecoverRecoil());
         }
 }
 
 IEnumerator recoiling () {
         if (cam.transform.rotation.x == initialShotRot.x) {
             yield break;
         }
         while (isShooting) {
             cam.transform.localRotation = Quaternion.Slerp (cam.transform.localRotation, recoilFinishRot, Time.fixedDeltaTime * recoilSpeed);
             yield return null;
         }
     }
 
     IEnumerator RecoverRecoil() {
         while (!isShooting) {
             if (cam.transform.localRotation == initialShotRot) {
                 yield break;
             }
             cam.transform.localRotation = Quaternion.Slerp(cam.transform.localRotation, initialShotRot, Time.fixedDeltaTime * recoilSpeed);
             cam.transform.localRotation = Quaternion.Euler(new Vector3(cam.transform.rotation.eulerAngles.x, 0f, 0f));
             yield return null;
         }
     }

  
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Answer by seandolan · Feb 27, 2018 at 04:53 AM

Have you tried RotateTowards instead? This will rotate towards your destination rotation then stop when it reaches it.

https://docs.unity3d.com/ScriptReference/Vector3.RotateTowards.html

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