Shortest Rotation Path at Constant Speed


I have TargetAngle, CurrentAngle and SpeedVariable.
I want to make a transition from one angle to the other one at the CONSTANT SPEED ALL TIME.

I’m using Quaternion.Lerp but it gets slow or fast depending on the distance, I don’t want that.

I want the transition at SAME SPEED (No matter how long it takes to get to that angle).

Thanks a lot if someone knows :slight_smile:

(the purpose of my project is rotate a 2D sprite along Z axis, using the shortest path)

You are better off using Quaternion.RotateTowards

    transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, speed* Time.deltaTime);