How do I make quaternion rotation rotate the same speed as it rotates. And how do I stop it quicker ?
Quaternion.RotateTowards is the function you’re looking for. If you call it in your update loop with arguments along the lines of this:
transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, constantSpeed);
That should do what you’re looking for. You can tell when it’s completed by checking:
Quaternion.Angle(transform.rotation, targetRotation) < 0.001f; // some small value
Let me know if that’s not what you meant!