Hey, so I want an object to always rotate towards another, but to smoothly turn towards it over time. At the current moment, I have this
void Update()
{
spear.transform.right = Vector2.Lerp
(spear.transform.position,
player.transform.position - spear.transform.position,
Time.deltaTime * turnSpeed);
}
I figure it would work fine, but it only works if turnSpeed is a high number (>80), and at that point it’s too fast. If it’s lower than that, the z rotation will flicker, or be stuck between ~-10 to ~10 at lower numbers. I’m sure there’s a better way to do this, but I am curious as to why this isn’t working, and why it’s acting the way it is.
Thanks for the help!