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Question by unity_IBRSwyeXkn-ezA · Oct 01, 2019 at 10:31 AM · rotationlerpsmoothworldspace

Lerp Rotation in World Space

I'm currently having trouble to apply rotations to an object in Unity. I'm using a Lerp to get smooth transition from rotation A to rotation B. The problem is: If i rotate the object around the y-axis, the roation around the x-axis is no longer relative to the camera.

I know that Transform.Rotate(rotationVector, Space.World) exists, but i want to keep the Lerp in for a smooth transition.

How can i combine a Quaternion.Lerp rotation with a rotation relative to the World Space?

     void LateUpdate()
     {
         // update rotation
         modelPivot.transform.localRotation = Quaternion.Lerp(modelPivot.transform.localRotation, Quaternion.Euler(rotationVector), Time.deltaTime * orbitDampening);
     }
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Answer by OlivierHoel · Oct 02, 2019 at 04:41 AM

Try

 modelPivot.transform.rotation = Quaternion.Lerp(modelPivot.transform.rotation, Quaternion.Euler(rotationVector), Time.deltaTime * orbitDampening);

so that everything is in world space

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