How can I rotate at a constant speed to look at a point?


I have to rotate my unit to look at where I click my mouse.

I’m currently using a Quaternion.Slerp function to rotate my unit. However, it takes the same amount of time to rotate 90 degrees, as it does 180 degrees.
If it takes 2 seconds to rotate 180 degrees I only want it to take 1 second to rotate 90 degrees.

Do I have to create logic to change the speed at which I rotate, or is there a better function or something etc to do this?

Thanks for your help :slight_smile:

Try this:

Plane plane = new Plane(Vector3.up, 0);
float dist;
void Update () {
    //cast ray from camera to plane (plane is at ground level, but infinite in space)
    Ray ray = Camera.mainCamera.ScreenPointToRay(Input.mousePosition);
    if (plane.Raycast(ray, out dist)) {
        Vector3 point = ray.GetPoint(dist);

        //find the vector pointing from our position to the target
        Vector3 direction = (point - transform.position).normalized;

        //create the rotation we need to be in to look at the target
        Quaternion lookRotation = Quaternion.LookRotation(direction);

        float angle = Quaternion.Angle(transform.rotation, lookRotation);
        float timeToComplete = angle / rotationSpeed;
        float donePercentage = Mathf.Min(1F, Time.deltaTime / timeToComplete);

        //rotate towards a direction, but not immediately (rotate a little every frame)
        //The 3rd parameter is a number between 0 and 1, where 0 is the start rotation and 1 is the end rotation
        transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, donePercentage);

The idea is to calculate the rate of changing from 0 to 1 in the last argument of Slerp, since that is the percentage of desired transition, 0 is starting rotation and 1 is rotation we end up with.

from here.


using UnityEngine;
using System.Collections;
public class AISmoothLookAT : MonoBehaviour {
public Transform target;
public Transform looker;
public Transform Xsmoothlooker;
public Transform Ysmoothlooker;
public float Xspeed = 2f;
public float Yspeed = 2f;
// Use this for initialization
void Start () {
// Update is called once per frame
void Update () {
looker.LookAt (target);
float YRotation = looker.eulerAngles.y;
float XRotation = looker.eulerAngles.x;
Xsmoothlooker.rotation = Quaternion.Slerp(Xsmoothlooker.rotation , Quaternion.Euler(0 , YRotation, 0), Time.deltaTime * Xspeed);
Ysmoothlooker.rotation = Quaternion.Slerp(Ysmoothlooker.rotation , Quaternion.Euler(XRotation , YRotation, 0), Time.deltaTime * Yspeed);