#Overshoot with Slerp and AnimationCurve
1 messages · Page 1 of 1 (latest)
i wanted to achieve this using animation curve but they dont change anything
private void Update() {
if (targetRotation != transform.rotation) {
animationTimePosition += Time.deltaTime;
transform.rotation = Quaternion.Slerp(startRot, targetRotation, RotCurve.Evaluate(animationTimePosition));
}
else {
animationTimePosition = 0;
}
}
where RotCurve is the animation curve from above
oh didnt know this was a thing
Yup clamping is default here