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Question by jgratrix · Dec 31, 2015 at 09:39 AM · quaternionspacespace shooterspaceship

unity3d quaternion slerp is off target

so ive made a simple ai path follower for my small fighters however now with this bigger ship i made rather than it looking at the next path point its facing down here is my code:

 public class MediumAI : MonoBehaviour
 {
     public Transform[] path;
     public float speed = 4f;
     public float reachDist = 2f;
     public int currentPoint = 0;
     Rigidbody rb;
 
     // Use this for initialization
     void Start()
     {
         rb = GetComponent<Rigidbody>();
 
     }
 
     // Update is called once per frame
     void Update()
     {
        
             Quaternion neededRotation = Quaternion.LookRotation(transform.position - path[currentPoint].position);
             transform.rotation = Quaternion.Slerp(transform.rotation, neededRotation, Time.deltaTime * 0.5f);
 
             float dist = Vector3.Distance(path[currentPoint].position, transform.position);
             //transform.position = Vector3.MoveTowards(transform.position,path[currentPoint].position,Time.deltaTime * speed);
             rb.AddForce(transform.forward * -7F);
             if (dist <= reachDist)
             {
                 currentPoint++;
             }
 
             if (currentPoint >= path.Length)
             {
                 currentPoint = 0;
             }
         
     }
 
 
 }
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