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Question by glennuke · May 22, 2021 at 12:45 PM · rigidbodytransform.rotate

Smooth Rotation

I'm working on an ocean game and i need help with smooth rotation, Heres the code for my current rotation

 if (Input.GetKey("d"))
 {
     transform.Rotate(Vector3.up);
 }
 if (Input.GetKey("a"))
 {
     transform.Rotate(Vector3.down);
 }
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avatar image andrew-lukasik · May 22, 2021 at 01:48 PM 0
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This is not how Rotate works.

It comes in 6 variants:

 public void Rotate ( float xAngle , float yAngle , float zAngle )
 public void Rotate ( Vector3 eulers , Space relativeTo )
 public void Rotate ( Vector3 eulers )
 public void Rotate ( float xAngle , float yAngle , float zAngle , Space relativeTo )
 public void Rotate ( Vector3 axis , float angle , Space relativeTo )
 public void Rotate ( Vector3 axis , float angle )

All eulers and angle are in degrees here.

avatar image andrew-lukasik · May 22, 2021 at 02:15 PM 0
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 [SerializeField] float _rotationSpeed = 1f;
 void Update ()
 {
     Vector2 moveInput = new Vector2( Input.GetAxis("Horizontal") , Input.GetAxis("Vertical") );
     if( moveInput.magnitude>0f )
     {
         Transform cameraTransform = Camera.main.transform;
         Vector3 lookDir = Vector3.ProjectOnPlane( cameraTransform.right * moveInput.x + cameraTransform.forward * moveInput.y , Vector3.up );
         Quaternion src = transform.rotation;
         Quaternion dst = Quaternion.LookRotation( lookDir , Vector3.up );
         transform.rotation = Quaternion.Slerp( src , dst , _rotationSpeed * Time.deltaTime );
     }
 }

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