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Question by ShadowDemonGod · Jun 24, 2020 at 04:05 AM · rotation3drotate objectrotation axis

How do I reset the rotation?

The coding is a mess, I just starting Unity about a day ago, and everything works fine, but when I use "transform.rotation = Quaternion.Euler(0, 0, 0);" It snaps it back but I want it to slowly rotate back to "0, 0, 0" So how would I implement a new way of doing that? { if (Input.GetKey(KeyCode.W)) transform.Rotate(Vector3.left speed Time.deltaTime);

     if (Input.GetKey(KeyCode.S))
   transform.Rotate(Vector3.left * -speed * 1 * Time.deltaTime);

  if (Input.GetKey(KeyCode.A))
   transform.Rotate(Vector3.forward * speed * Time.deltaTime);

   if (Input.GetKey(KeyCode.D))
   transform.Rotate(Vector3.forward * -speed * 1 * Time.deltaTime);

   if (Input.GetKeyUp(KeyCode.D))
   transform.rotation = Quaternion.Euler(0, 0, 0);

 if (Input.GetKeyUp(KeyCode.A))
   transform.rotation = Quaternion.Euler(0, 0, 0);

if (Input.GetKeyUp(KeyCode.S)) transform.rotation = Quaternion.Euler(0, 0, 0);

if (Input.GetKeyUp(KeyCode.W)) transform.rotation = Quaternion.Euler(0, 0, 0); } }

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Answer by UnityedWeStand · Jun 24, 2020 at 04:41 AM

Use Quaternion.Slerp(). Note that you will need to store the starting rotation. Also, you can use Quaternion.identity instead of Quaternion.Euler(0, 0, 0)

 Quaternion startRotation;
 float time;
 
 private void SomeFunctionCalledOnceAtBeginningOfRotation()
 {
     startRotation = transform.rotation;
 }
 
 private void SomeFunctionCalledEveryFrame()
 {
     transform.rotation = Quaternion.Slerp(startRotation, Quaternion.identity, time);
     time += Time.deltaTime;
 }

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avatar image ShadowDemonGod · Jun 24, 2020 at 05:04 AM 0
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Thanks! I'm sure this is the right way, but I do not know how to implement this. Again, I'm very new. I did what I think was right and it did nothing. I even went to the Scripting API for it and tried that and still did nothing.

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