Counter clockwise rotation with lerp

Hy guys

I’ve two condition of return of my gameobject to original rotation (0,0,0); i 've a problem with the second bool (destra) because i would like that the return is counter clockwise and not clockwise.

Any suggestion or alternative?

Thank you

else if (sinistra==false)
        {
            Vector3 destination= new Vector3(0, 0, 0);
            transform.eulerAngles = Vector3.Lerp(transform.rotation.eulerAngles,destination,Time.deltaTime);
        }

        else if(destra==false)
        {
            Vector3 destination = new Vector3(0, 0, 0);
            transform.eulerAngles = Vector3.Lerp(transform.rotation.eulerAngles, destination, Time.deltaTime);
        }

You are using Time.deltaTime to return a very similar Vector3 every time you call the lerp function. If your game has a steady frame rate, the returned Vector3 will actually have a small change to begin with and then stay that way. The last parameter of lerp takes 0.0 to 1.0 as an input parameter. If you input 0.0, the first Vector3 parameter you pass is returned, if you pass 1.0, the second Vector3 parameter is returned. What you are doing is passing the time in seconds passed since the last frame, let’s say you have 30 FPS, well you pass the function 1 / 30 = 0.03333333 every time you call the function so the interpolation is 3 percent finished every time you call it. You need to update the time value.

float timer = 0.0f;


void Update(){
transform.position = Vector3.Lerp (startPos, endPos, timer);
timer = timer + Time.deltaTime;
}