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Question by $$anonymous$$ · Jan 11, 2017 at 12:21 PM · 2drotationquaternionspeedangle

Shortest Rotation Path at Constant Speed

Hi,

I have TargetAngle, CurrentAngle and SpeedVariable. I want to make a transition from one angle to the other one at the CONSTANT SPEED ALL TIME.

I’m using Quaternion.Lerp but it gets slow or fast depending on the distance, I don’t want that.

I want the transition at SAME SPEED (No matter how long it takes to get to that angle).

Thanks a lot if someone knows :)

(the purpose of my project is rotate a 2D sprite along Z axis, using the shortest path)

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Answer by LK84 · Jan 11, 2017 at 12:55 PM

You are better off using Quaternion.RotateTowards

 Update()
 {
     transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, speed* Time.deltaTime);
 }

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avatar image $$anonymous$$ · Jan 11, 2017 at 01:34 PM 0
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Solved, thank you

I was getting complicated in those first two lines:

 Quaternion targetPos = Quaternion.identity;
 targetPos.eulerAngles = new Vector3 (0,0, myTargetangle);
 myPlayer.transform.rotation = Quaternion.RotateTowards (myPlayer.transform.rotation, targetPos , mySpeed*Time.deltaTime);


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