/// <summary> /// Returns the new rotation of the projectile for a given traveled distance /// </summary> /// <param name="distance"></param> /// <returns></returns> public Quaternion CalculateRotation(double distance) { float t = (float)distance / _startToEndDistance; Vector3 forwardVector = _bezierCurve.GetSpeed(t); return(Quaternion.LookRotation(forwardVector)); }