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Question by easilyBaffled · Feb 02, 2014 at 06:45 PM · rotationmove an objectwaypointslerpover time

Rotate overtime to match waypoint

Using the picture below as reference. The 2 grey disks are waypoints on a path, the red disk is what will be moving. What do I need to use so that the disk will move from one disk to the other, and smoothly change its rotation over time to match where it is going to? I need it so that entire movement does not necessarily happen in one frame. The time it takes to move between waypoints can vary .

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avatar image highpockets · Feb 02, 2014 at 07:08 PM 0
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There is no picture below... But I'm thinking that you might need something like Slerp() for the rotation

avatar image easilyBaffled · Feb 02, 2014 at 07:12 PM 0
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Yeah that was kind of dumb, but its there now. I kind of figured I would have to use slerp but how do I make it work over a number of frames?

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Answer by robertbu · Feb 02, 2014 at 07:47 PM

First, let me answer the specific question you ask. In the absence of the your code all I can do is outline some pseudo-code.

 transform.rotation = Quaternion.Slerp(disk1.rotation, disk2.rotation, precentageBetweenWaypoints);

That is the third parameter is the fraction of the way the disk is between the two waypoints.

Note depending on your goals here, there may be a better solution. You could use your waypoints to generate a spline. Then you can align the disk by using a point a bit forward on the spline from the current position of the object. iTween is a free way to generate the spline. You can use iTween.PointOnPath() or iTween.PutOnPath(). There has also been some spline code posted to UA.

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