polton
1
fromRotation = transform.rotation;
toRotation = Quaternion.FromToRotation(Vector3.up,((hoverGroundHit[0] + hoverGroundHit[1]) / 2));
transform.rotation = Quaternion.Slerp(fromRotation, toRotation, groundRotationSpeed);
How do I make the slerp rotation only apply to the X and Z axis?
I let iTween handle all my rotations.
polton
3
How would I do it without iTween?
Not sure. Unity’s native rotation system was too complicated, but perhaps you should look at euler’s angle.
transform.eulerAngles = new Vector3(transform.eulerAngles.x + Time.deltaTime, 0f, 0f);