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Question by zak666 · Jul 05, 2016 at 08:53 AM · quaternionscriptingbasicsslowing-down

Quaternion.slerp changing the rotation speed value dose not Change how fast or slow the ship turns

Hi gang, this seems to be working to a degree, however everywhere i find online they just tell me to just the rotation speed on the sleep to slow or speed up the rotation, however when i change the value to 0.01 or 1000 it doesn't change the speed at all in game to make my ships appear to be flying around until they find a target.

 using UnityEngine;
 using System.Collections;
 
 public class BattleShipAVA : MonoBehaviour {
 
     private bool Patrolling = true;
     private bool Defending = false;
     private bool Attacking = false;
     private bool DefenceOwned = false; 
     public static bool IsCalledTodefend = false;
     public static float DefendersHP;
     public GameObject Target3 = null;
     public GameObject Target2 = null;
     public GameObject Target = null;
     public GameObject DefendingTarget;
     public GameObject DockingBayTarget;
 
 
     //basic stuff
     public float Speed = 8f;
     public float RotationSpeed = 100f;
     public float MoveSpeed = 10f;
     public float DampingTarget = 10.0f;
     public float DefenceRange = 500f;
     public float dist;
     private float Newdirectionflighttimer = 100;
     public Vector3 randomDirection;
 
 
     //--------------------------------------------------------------------------------------------------------------------------
 
     // Update is called once per frame
     void Update () {
         transform.Translate (Vector3.forward * Speed * Time.deltaTime);
 
 
         //--------------------------------------------------------------------------------------------------------------------------
 
         if (Patrolling == true) {
             Defending = false;
             Attacking = false;
             DefenceOwned = false;
 
             if (Newdirectionflighttimer < 1) {
                 randomDirection = new Vector3 (Random.value, Random.value, Random.value);
                 Newdirectionflighttimer = 12;
             }
 
             Quaternion rotationA = Quaternion.LookRotation(randomDirection);
             transform.rotation = Quaternion.Slerp(this.transform.rotation, rotationA, RotationSpeed *Time.deltaTime);
 
             Newdirectionflighttimer -= 1 * Time.deltaTime;
 
 
             // always rotate to new direction
 
             Target = null;
             if (GameObject.FindWithTag("EarthBroadside") != null)
             {
                 Target = GameObject.FindWithTag("EarthBroadside");
             }
             if (Target != null) {
                 //setattacking 
                 dist = Vector3.Distance (Target.transform.position, this.transform.position);
                 if (dist < 100) {
                     Attacking = true;
                     Patrolling = false;
                     Defending = false;
                     DefenceOwned = false;
                 }
             }
 
         }
 
         //--------------------------------------------------------------------------------------------------------------------------
         //--------------------------------------------------------------------------------------------------------------------------
         if(Attacking == true) {
             Patrolling = false;
             Defending = false;
             DefenceOwned = false;
 
             //dostuff
             //follow targeted object.----------------------------------------------------------------------------------------------
             Target = null;
             if (GameObject.FindWithTag("EarthBroadside") != null)
             {
                 Target = GameObject.FindWithTag("EarthBroadside");
             }
             if (Target != null)
             {
                 Vector3 relativePos = Target.transform.position - this.transform.position;
                 Quaternion rotation = Quaternion.LookRotation(relativePos);
                 transform.rotation = Quaternion.Lerp(this.transform.rotation, rotation, Time.time * RotationSpeed);
             }
             //------------------------------------------------------------------------------------------------------------------------------
             // if target is destroyed search for a new target.--------------------------------------------------------------------------
             if(Target = null){
                 Patrolling = true;
                 Defending = false;
                 DefenceOwned = false;
                 Attacking = true;
             }
             //--------------------------------------------------------------------------------------------------------------------------
 
             }  // END ATTACKING
 
             //--------------------------------------------------------------------------------------------------------------------------
 
         if (Defending == true) {
             Patrolling = false;
             Attacking = false;
             DefenceOwned = false;
 
             // fly to defender Unit if called be another unit and this unit is not already defending.
             if (IsCalledTodefend == true && DefenceOwned == false) {
                 Target3 = null;
                 if (GameObject.FindWithTag ("Defend") != null) {
                     Target = GameObject.FindWithTag ("Defend");
                 }
                 if (Target3 != null) {
                     DefenceOwned = true; // is owned cannnot be called be another ship
                     DefendersHP = Target3.GetComponent<ShipMananger>().HP; 
                     Vector3 relativePos = Target3.transform.position - this.transform.position;
                     Quaternion rotation = Quaternion.LookRotation (relativePos);
                     transform.rotation = Quaternion.Lerp (this.transform.rotation, rotation, Time.time * RotationSpeed);
                     dist = Vector3.Distance (Target3.transform.position, this.transform.position);
 
                 }
 
                 if (dist < 100 && DefendersHP < 3000) {
                     //defend this target untill hp recorverd
                     //follow targeted object.----------------------------------------------------------------------------------------------
                     Target = null;
                     if (GameObject.FindWithTag ("EarthBroadside") != null) {
                         Target = GameObject.FindWithTag ("EarthBroadside");
                     }
                     if (Target != null) {
                         Vector3 relativePos = Target.transform.position - this.transform.position;
                         Quaternion rotation = Quaternion.LookRotation (relativePos);
                         transform.rotation = Quaternion.Lerp (this.transform.rotation, rotation, Time.time * RotationSpeed);
                     }
                     //------------------------------------------------------------------------------------------------------------------------------
 
                 }
             }
         }
       }
 
 
 
 
     //------------------------------------------------------------------------------------------------------------------------
     void OnCollisionEnter(Collision other) {    
 
 
         if (other.gameObject.CompareTag ("boundry")) {
             randomDirection = new Vector3 (Random.value, Random.value, Random.value);
 
         }
 
 
     }
     //------------------------------------------------------------------------------------------------------------------------
 
 
 
 
 
 
     }
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