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How Does Quaternion.Slerp Enable Smooth Incremental Rotation in Unity?

Jan 13, 2025 pm 06:35 PM

How Does Quaternion.Slerp Enable Smooth Incremental Rotation in Unity?

Quaternion Slerp in Unity: Guide to Incremental Rotation

In the Unity engine, gradually rotating objects over time is critical to creating dynamic scenes. Quaternion.Slerp is a powerful tool that allows you to smoothly interpolate rotations.

Understanding Quaternion.Slerp

Quaternion.Slerp takes as input two quaternions (representing rotations) and a mixing factor. It returns a new quaternion that is interpolated between the two input quaternions.

The mixing factor, also called time (t), ranges from 0 to 1. When t is 0, the output quaternion is equal to the first input quaternion. When t is 1, the output quaternion is equal to the second input quaternion.

Comparison of Lerp and Slerp

Unlike

(which linearly interpolates between two values), Mathf.Lerp interpolates along the shortest path between two rotations. This is essential for rotation to avoid accidental flipping or shaking. Quaternion.Slerp

How to implement it

Rotation over time

To gradually rotate an object to a specific rotation direction, you can use the following code:

void Start()
{
    Quaternion rotation2 = Quaternion.Euler(new Vector3(0, 0, 90));
    StartCoroutine(RotateObject(objectToRotate, rotation2, 3f));
}

IEnumerator RotateObject(GameObject gameObjectToMove, Quaternion newRot, float duration)
{
    Quaternion currentRot = gameObjectToMove.transform.rotation;

    float counter = 0;
    while (counter < duration)
    {
        counter += Time.deltaTime;
        gameObjectToMove.transform.rotation = Quaternion.Slerp(currentRot, newRot, counter / duration);
        yield return null;
    }
}
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Incremental angle rotation

To simply rotate an object by a specific angle, use this code:

void Start()
{
    StartCoroutine(RotateObject(objectToRotate, new Vector3(0, 0, 90), 3f));
}

IEnumerator RotateObject(GameObject gameObjectToMove, Vector3 eulerAngles, float duration)
{
    Vector3 newRot = gameObjectToMove.transform.eulerAngles + eulerAngles;

    Vector3 currentRot = gameObjectToMove.transform.eulerAngles;

    float counter = 0;
    while (counter < duration)
    {
        counter += Time.deltaTime;
        gameObjectToMove.transform.eulerAngles = Vector3.Slerp(currentRot, newRot, counter / duration);
        yield return null;
    }
}
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Summary

Provides a reliable solution for smooth and efficient rotation transformations in the Unity engine. By understanding its fundamentals and implementing the provided code snippets, you can effectively control the rotation timing of your game objects, creating a dynamic and engaging gaming experience for your players. Quaternion.Slerp

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