Problem in LERP Rotaion Based on InputField Value

Hi All,

I am trying to do Lerp rotation animation in x axis by getting values from InputField. During runtime, Everytime I type a value in InputField and press Enter, I call a function to update the latest Value to the class.
The GameObject should rotate and stop as per the value. Here’s how I coded. Not works as expected.
Could you Help me:

public class getInputFocus : MonoBehaviour {

public GameObject rotPlate;
private float inputValue;
private Vector3 rotateTo;
private float rotSpeed = 2.0f;

void Update () {

	if (rotPlate.transform.eulerAngles.x != rotateTo.x) {
			rotPlate.transform.eulerAngles = Vector3.Lerp (rotPlate.transform.eulerAngles, rotateTo, Time.deltaTime*rotSpeed);

public void getInput(string UserInput) // From InputField
	Debug.Log (UserInput);

	inputValue = float.Parse (UserInput);
	//User values should be within 0 to 100
	if((inputValue <= 100) && (inputValue >= 0))
		//Convert values into Angle Because roation angle should be 0-90
		float newValue = (inputValue / 100) * 90; 
		rotateTo.x = newValue;


I think this is the problem of gimbal lock. Maybe you can try Quaternion.Lerp as follows:

void Update ()
	Quaternion targetRotation = Quaternion.Euler(rotateTo); 

	if (!Mathf.Approximately(Quaternion.Angle(rotPlate.transform.rotation, targetRotation), 0))
		rotPlate.transform.rotation = 
			Quaternion.Lerp(rotPlate.transform.rotation, targetRotation, Time.deltaTime * rotSpeed);

YESSSSSSS… @Yword , It worked Perfect.
Thanks a lot for your kind help.