I want to deflect that force to face a different direction.
I have a normalized vector which faces another direction and I want to rotate my original force to face the same direction as the normalized vector, maintaining its original scale obviously.
Ive come up with a solution but am still interested in how to do this for other problems.
@alex, is that faster than just using Quaternion.RotateTowards()?
This is a SLERP but with a fixed (max) speed. Normally I would be weary of SLERP but I recently switched to it since it is easier to work with and I didn’t see a performance difference. All the vector/angle work versus a single SLERP might be comparable. It would be interesting to see a comparison with one of your big pathing tests! Game?
I didn’t know you could set “transform.forward”, pretty cool.