• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by gfur · Mar 19, 2020 at 03:53 PM · rotationquaternionsmooththird-personslerp

Choppy rotation of character around y-axis

I have a third-person character that I turn around by rotation around y-axis, which works but the rotation is choppy. I have looked into Quaternion.Slerp but can't get it to work. Current working code with unsmooth rotation of character/player:

 Quaternion turnAngle = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * rotationSpeed, Vector3.up);
 playerTransform.Rotate(0, turnAngle.eulerAngles.y, 0, Space.World);

What I have been experimenting with using Slerp:

 Quaternion turnAngle = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * rotationSpeed, Vector3.up);
 Quaternion fromRotation = playerTransform.rotation;
 Vector3 euler = new Vector3(0, turnAngle.eulerAngles.y, 0);
 Quaternion toRotation = Quaternion.Euler(euler);
 playerTransform.rotation = Quaternion.Slerp(fromRotation, toRotation, Time.deltaTime * 0.2f);


This doesn't work at all for rotation. Any suggestion to make it work?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by unity_ek98vnTRplGj8Q · Mar 19, 2020 at 04:22 PM

It looks like you are just mixing up absolute orientations and delta rotations. Your "toRotation" in your Quaternion.Slerp should be the orientation that you want, but you are giving it the rotation offset from your current rotation. The difference here, to be clear, is the difference between saying "I want to orient myself to face 30 degrees off from facing north" and "I want to turn 30 degrees to my right regardless of where I am facing right now".


To get your desired orientation, just multiply your current orientation by your delta rotation. Be careful because order matters in quaternion multiplication.

  Quaternion turnAngle = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * rotationSpeed, Vector3.up);
  Quaternion fromRotation = playerTransform.rotation;
  Vector3 euler = new Vector3(0, turnAngle.eulerAngles.y, 0);
  Quaternion toRotation = playerTransform.rotation * Quaternion.Euler(euler);
  playerTransform.rotation = Quaternion.Slerp(fromRotation, toRotation, Time.deltaTime * 0.2f);




Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

163 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Quaternion Rotation Smooth 1 Answer

How to ROTATE an object without slowing the ends (lerp) 2 Answers

Continously correct rotation 3 Answers

Slerp to make the right/left side face another object 2 Answers

Rotation direction in coroutine 2 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges