Hello, how would I either have Quaternion.Slerp NOT affect the Z axis, or Vector3.Slerp take the shortest rout?
I am by no means familiar with Quaternions, although I am understanding them a bit better each time I work with them, as well as having watched some basic videos explaining them.
I know that Quaternion.Slerp will take the shortest rout, but I want to do that without affecting the Z rotation if both z rotations are the same from rotation a to rotation b, like how Vector3.Slerp does, but if I use Vector3.Slerp it does not take the shortest rout because, as far as I am aware, it reads 0, 0, 0 as well 0, 0, 0. I've tried Slerping from the negative of the rotation based on the signed angle between rotation a and b, but that only works some of the time. Any help or advice?
Also I cannot just set the z rotation to 0 after the quaternion slerp because if there's a change of rotation on the z axis it needs to do that, just not if there's no change.