Hi, game developers! I need your help again. I want to make a gameObject jump and rotate to a location. So far I have the basic idea down but don’t know how to complete it. Here’s my sketch to explain it clearer:

I broke it down to three parts:

- Lerp: I want to Lerp the cube from Vector3(8,1,0) to Vector3(1,6,0) in 3 seconds flat.
- Height: Depending on distance of the start and finish points, I want to calculate the peak height of the cube, to make it a believable jump.
- Rotate: As the cube jumps, it will rotate towards the destination, like doing a front flip. I just need a curve formula to simulate the force and gravity of the jump without the use of physics.
**Also, the cube MUST start and finish with Quaternion.identity.**

Getting the cube to stop at Quaternion.identity I think is the hardest part. In a way it must look seamless, like landing your feet in the same position started of a front flip.

Here is a mock of the function so far. I just need help with it:

```
// JavaScript
var jumpTime : float;
function jumpTo(destination : Vector3, sec : float, rotate : boolean) {
// 1). Lerp X and Y axis:
jumpTime += Time.deltaTime / sec; // Not sure if this is correct way to calculate seconds.
var lerped = Vector3.Lerp(transform.position, destination, jumpTime);
transform.position.x = lerped.x;
transform.position.y = lerped.y;
// 2). Calculate curve of height depending on distance... (no idea?)
if (rotate) {
// 3). Rotate cube to the direction of destination:
// Challenges: Don't know how to control speed of rotation and rotate to Quaternion.identity as it comes to its destination.
transform.Rotate(destination);
}
// Clear variables when reached destination:
if (transform.position == destination) {
jumpTime = 0;
}
}
```

Any thoughts, comments or ideas would be helpful. I really appreciate the help of the Unity community!