okay this is the problem, in this script it works perfectly but when it rotates, sometimes it goes over 359 ( so it makes it into 0 ) and sometimes when it goes past 0 it goes to (359)

so what i tried doing was making it so it closed almost all the way through but i dont like how it looks like in the game. How could i fix my script so it goes exact. I know i could use slerp but i failed at using slerp and rotatearound at the same time.

```
var smooth = 2.0;
var DoorOpenAngle = 85.0;
var DoorCloseAngle = 0.0;
var startPosition = 0;
var open : boolean;
var rotateAround : Transform;
function Start(){
startPosition = transform.eulerAngles.y;
if(transform.eulerAngles.y > 264 && transform.eulerAngles.y < 300){
transform.eulerAngles.y = 265;
startPosition = 265;
}
if(transform.eulerAngles.y > 300){
transform.eulerAngles.y = 0;
startPosition = 0;
}
}
//Main function
function Update (){
if(open == true){
//var target = Quaternion.Euler (0, DoorOpenAngle, 0);
// Dampen towards the target rotation
//transform.localRotation = Quaternion.Slerp(transform.localRotation, target,
//Time.deltaTime * smooth);
if(rotateAround.transform.eulerAngles.y < DoorOpenAngle + startPosition){
transform.RotateAround (rotateAround.position, Vector3.up, Time.deltaTime * smooth);
}
}
if(open == false){
// var target1 = Quaternion.Euler (0, DoorCloseAngle, 0);
// Dampen towards the target rotation
if(transform.eulerAngles.y > 3 + DoorCloseAngle + startPosition){
transform.RotateAround (rotateAround.position, Vector3.up, Time.deltaTime * -smooth);
//transform.localRotation = Quaternion.Slerp(transform.localRotation, target1,
// Time.deltaTime * smooth);
}
}
}
//Activate the Main function when player is near the door
function activate(){
if(open){
open = false;
}else{
open = true;
}
}
```