var from : Transform;
var to : Transform;
var speed = 0.1;
function Update () {
transform.rotation =
Quaternion.Lerp (from.rotation, to.rotation, Time.time * speed);
}

But I’m to stupid to figure it out. I’m trying to smoothly rotate an object a certain amount, but do I replace where it says Transform with an angle like 10,0,0?

from.rotation is the angle from where you want to start rotating the object, to.rotation the angle where the rotation stops, and the last elemente is the delta T of the rotation. I’m not sure but I think quatertion arguments must be in radians, not degress.

You can use Quaternion.Euler() to construct a rotation for use in this code:

var from : Vector3;
var to : Vector3;
var speed = 0.1;
private var qFrom : Quaternion;
private var qTo : Quaternion;
function Start() {
qFrom = Quaternion.Euler(from);
qTo = Quaternion.euler(to);
}
function Update () {
transform.rotation =
Quaternion.Lerp (qFrom, qTo, Time.time * speed);
}

Note this code is only going to work when the game is first run. The last parameter of the Lerp() is a value between 0 and 1, and that will only be true when the game first starts.