void Update() { // when we press O we start slerping cube if (Input.GetKeyDown(KeyCode.O)) { Quaternion startQ = transform.rotation; Quaternion endQ = Quaternion.Euler(end); IEnumerator slerp = QuaternionCoroutines.Slerp(transform, startQ, endQ, 5); StartCoroutine(slerp); } }
void Update() { // when we press L we start slerping cube if (Input.GetKeyDown(KeyCode.L)) { Quaternion startQ = Quaternion.Euler(start); Quaternion endQ = Quaternion.Euler(end); IEnumerator slerp = QuaternionCoroutines.SlerpUnclamped(transform, startQ, endQ, 1, 10); StartCoroutine(slerp); } // when we press P when you want to set cube to start rotation if (Input.GetKeyDown(KeyCode.P)) { transform.rotation = Quaternion.Euler(start); } }
void Update() { if (Input.GetKeyDown(KeyCode.O)) { Quaternion startQ = Quaternion.Euler(startRotation); Quaternion end = Quaternion.AngleAxis(angle, axis); IEnumerator slerp = QuaternionCoroutines.Slerp(transform, startQ, end * startQ, 5); StartCoroutine(slerp); } if (Input.GetKeyDown(KeyCode.P)) { transform.rotation = Quaternion.Euler(startRotation); } }
void Update() { // when we press O we start lerping cube if (Input.GetKeyDown(KeyCode.O)) { Quaternion startQ = Quaternion.Euler(start); Quaternion endQ = Quaternion.Euler(end); IEnumerator lerp = QuaternionCoroutines.Lerp(transform, startQ, endQ, 5); StartCoroutine(lerp); } // when we press P we set cube to start rotation if (Input.GetKeyDown(KeyCode.P)) { transform.rotation = Quaternion.Euler(start); } }