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Question by Erzx · Dec 02, 2020 at 12:34 AM · smoothdamp

Smooth Rotation of weapon when picking it up

hey there, i have searched alot and no one seems to have my problem so basically im making a fps game and i have pickup/drop weapon system , so i would like to smooth the rotation of the weapon when getting picked up like i smoothed its position but not rotation also how pickup works is when u press e the weapon becomes a child of the player and gets a new vector3 i'll leave my code for the pickup/drop system here, thanks for reading and have a nice day. using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class PickUpController : MonoBehaviour
 {
     public GunScript gun_Script;
     public Rigidbody rb;
     public BoxCollider coll;
     public Transform player, gunPosition, fpsCam;
     public float pickUpRange;
     public float dropForwardForce, dropUpwardForce;
     private Vector3 Velocity = Vector3.zero;
     public float SmoothTime = 0.3f;
 
     public bool equipped;
     public static bool slotFull;
 
     void Start() {
         Debug.Log("The Script is working");
         if(!equipped) {
             gun_Script.enabled = false;
             rb.isKinematic = false;
             coll.isTrigger = false;
         }
 
         if(equipped) {
             gun_Script.enabled = true;
             rb.isKinematic = true;
             coll.isTrigger = true;
             slotFull = true;
         }
     }
 
     void Update() {
         Vector3 distanceToPlayer = player.position - transform.position;
         if(!equipped && distanceToPlayer.magnitude <= pickUpRange && Input.GetKeyDown(KeyCode.E) && !slotFull) PickUp();
 
         if(equipped && Input.GetKeyDown(KeyCode.Q)) Drop();
     }
 
     private void PickUp() {
 
         equipped = true;
         slotFull = true;
 
         transform.SetParent(gunPosition);
         transform.localPosition = Vector3.SmoothDamp(Vector3.zero, Vector3.zero, ref Velocity, SmoothTime);
         transform.localRotation = Quaternion.Euler(new Vector3(-3.574f, 79.96f, -3.077f));
         transform.localScale = new Vector3(99.99998f, 100f, 99.99998f);
 
         rb.isKinematic = true;
         coll.isTrigger = true;
 
         gun_Script.enabled = true;
 
     }
 
     private void Drop() {
 
         equipped = false;
         slotFull = false;
 
         transform.SetParent(null);
 
         rb.isKinematic = false;
         coll.isTrigger = false;
 
         rb.velocity = player.GetComponent<Rigidbody>().velocity;
         rb.AddForce(fpsCam.forward * dropForwardForce, ForceMode.Impulse);
         rb.AddForce(fpsCam.up * dropUpwardForce, ForceMode.Impulse);
 
         transform.localScale = new Vector3(150f , 150f, 150f);
 
         float random = Random.Range(-1f, 1f);
         rb.AddTorque(new Vector3(random,random,random) * 10f);
 
         gun_Script.enabled = false;        
     }   
 }
 
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Answer by SmallLion · Dec 07, 2020 at 01:33 PM

@Erzx Try it from UnityEditor's animation too.(I mean not in a script).

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