I have like a chain sequance were the object has to rotate either direction from left to right or oposite.
if (strip*.transform.position.x > z1)*
{
- target = sid1.transform.rotation; the object deg is 90,0,0 and has to go to 90,180,0*
strip.transform.rotation = Quaternion.Slerp(strip_.transform.rotation, target,Time.deltaTime * power);_
where z1 is empty object to tell me that the object has to turn either up clockwise or down unclockwize, simple like a bicycle chain rotating 180 deg.
//
same on the other side I have z2
The problem is when going unclockwize the object rotate clockwize until it reach’s the target deg the long way which is wrong! how can I tell the Slerp function to turn correct.