Comments and answers for "Reverse rotations problems..."
http://answers.unity.com/questions/226186/reverse-rotations-problems.html
The latest comments and answers for the question "Reverse rotations problems..."Comment by Owen-Reynolds on Owen-Reynolds's answer
http://answers.unity.com/comments/226898/view.html
That's also the same as `transform.rotate(0,-whatever,0);`
The tricky part is doing it over several frames and stopping at the correct spot, which Lerp and rotateTowards can simplify.Tue, 13 Mar 2012 15:07:15 GMTOwen-ReynoldsAnswer by BHS
http://answers.unity.com/answers/226629/view.html
Thanks everyone for the answers, but I ended up finding a better solution after much searching and trial and error.
It was as simple as transform.Rotate(-Vector3.up * "Whatever") which worked great and did exactly what I needed.Tue, 13 Mar 2012 03:37:12 GMTBHSComment by Owen-Reynolds on Owen-Reynolds's answer
http://answers.unity.com/comments/226490/view.html
`LerpAngle` knows that you can go from 270 to 0 by adding 90 degrees (Lerp will subtract 270, rotating the long way.)
Also take a look at `Quaternion.RotateTowards` and `Quaternion.Lerp`. For example, you could save your starting wind with: `Quaternion windRestAngle = transform.rotation;`, then Lerp/Move back to it when done.
One thing to watch for, going exactly 1/2 a circle (180 to 0) can rotate "over the top" or around, or under the bottom. If you go from 0 to 179.9, it always picks the shortest distance -- around.Mon, 12 Mar 2012 18:50:44 GMTOwen-ReynoldsAnswer by Esa
http://answers.unity.com/answers/226205/view.html
You could [Mathf.Lerp][1] or the [Mathf.LerpAngle][2] the rotation value back. I have not used LerpAngle myself ever, always done it with just `Lerp`.
[1]: http://unity3d.com/support/documentation/ScriptReference/Mathf.Lerp.html
[2]: http://unity3d.com/support/documentation/ScriptReference/Mathf.LerpAngle.htmlMon, 12 Mar 2012 06:08:59 GMTEsa