Hi,
This will probably sound noobish But why Quaternion.RotateTowards won’t rotate beyond 360 degrees? Actually, even if I make the target 320 degrees, it will not rotate to 320 degrees but will go in the opposite direction to rotate to -40 degrees.
I understand what’s happening but I’m curious if this is an issue with quaternion rotations in general or with RotateTowards?
function Update () {
var rotation : Quaternion;
rotation.eulerAngles = Vector3(0, 320, 0);
transform.rotation = Quaternion.RotateTowards(transform.rotation, rotation, 20*Time.deltaTime);
}