public void Steering(float aDir, float aDeltaTime) { float angle = _t.rotation.eulerAngles.z + steering * aDir * 0.6f; _body.rotation = AntMath.LerpAngle(_body.rotation, angle, aDeltaTime); /* * // Старый код вращения без физ тела. * float angle = _t.rotation.eulerAngles.z + steering * aDir; * Quaternion q = Quaternion.AngleAxis(angle, Vector3.forward); * _t.rotation = Quaternion.Slerp(_t.rotation, q, aDeltaTime); * //*/ }