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Question by W1k3 · Jul 25, 2013 at 06:31 PM · rotationtransformquaternion

How to use quaternion.lerp

I came across t$$anonymous$$s:

 var from : Transform;
 var to : Transform;
 var speed = 0.1;
 function Update () {
     transform.rotation =
       Quaternion.Lerp (from.rotation, to.rotation, Time.time * speed);
 }

But I'm to stupid to figure it out. I'm trying to smoothly rotate an object a certain amount, but do I replace where it says Transform with an angle like 10,0,0?

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avatar image robertbu · Jul 25, 2013 at 06:48 PM 1
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Answer by Quantum2 · Jul 25, 2013 at 06:40 PM

from.rotation is the angle from where you want to start rotating the object, to.rotation the angle where the rotation stops, and the last elemente is the delta T of the rotation. I'm not sure but I t$$anonymous$$nk quatertion arguments must be in radians, not degress.

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Answer by robertbu · Jul 25, 2013 at 06:54 PM

You can use Quaternion.Euler() to construct a rotation for use in t$$anonymous$$s code:

 var from : Vector3;
 var to : Vector3;
 var speed = 0.1;
 private var qFrom : Quaternion;
 private var qTo : Quaternion;
 
 function Start() {
    qFrom = Quaternion.Euler(from);
    qTo   = Quaternion.euler(to);
 }
 
 function Update () {
     transform.rotation =
       Quaternion.Lerp (qFrom, qTo, Time.time * speed);
 }

Note t$$anonymous$$s code is only going to work when the game is first run. The last parameter of the Lerp() is a value between 0 and 1, and that will only be true when the game first starts.

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