Hey,

I am trying to get my sort of gravity gun to work. The aim is to have the player draw an object (tractor beam style which i have working) and then to allow him to rotate the object around him to protect himself and then fire it off into certain directions.

You are going to be able to control the arc by using the XBOX right analog stick. The issue i am having is getting the object you have in your tractor beam to be controlled in an arc manner by actually using the right analog stick.

I have tried using rotate around but this is a fixed rotation and i need it to be updated in real time. Here is some of my code and explanations as to why i have used certain bits.

This line assigns the value of the right sticks to a variable to control the object and multiplies it by 360 to gain a 360 degree rotation of the thumb sticks:

```
rThumbArc = (Input.GetAxis("360_LThumbButton_X") - Input.GetAxis("360_LThumbButton_Y")) * 360;
```

This function is where i am struggling. I have tried RotateAround which gives me good results except i cannot control it with the thumbstick:

```
target.transform.RotateAround (currentPlayer.transform.position, Vector3.left, 100 * Time.deltaTime);
```

I then looked into circle geometry and found some pretty solid information about how to calculate points on an arc of a circle so i input all of that but cannot assign the values to the target objects transform.position. I have seen SLERP used a lot when i have googled but i can’t get my head around how to make it work and how it actually works with to.positions and from.positions.

Here is my code to calculate the arc points:

```
void controllerArc()
{
//Set the two centre coordinates to be the players Y and Z positions
//Using only Y and Z to keep the circle in which the object travels in 2 dimensions
float aCentre = transform.position.y;
float bCentre = transform.position.z;
float radius;
float diameter;
float xyDistance = 3.0f;
float PI = Mathf.PI;
float targetPos;
//Maths equations going down
radius = ((xyDistance - aCentre)*(xyDistance - aCentre)) + ((xyDistance - bCentre)*(xyDistance - bCentre));
radius = Mathf.Sqrt(radius);
diameter = radius * 2;
if(Input.GetAxis("360_XButton") > 0.0)
{
target.transform.RotateAround (currentPlayer.transform.position, Vector3.left, 100 * Time.deltaTime);
//target.transform.position = Vector3.Slerp(currentPlayer.transform.position , target.transform.position, xyValue);
targetPos = diameter * PI * rThumbArc/360;
//targetPos.z = diameter * PI * rThumbArc/360;
print(targetPos);
//target.transform.position = transform.position;
}
}
```

The basic idea is shown in this expertly drawn paint diagram:

[9523-unity+issue.jpg|9523]

Can anyone help me understand how to use SLERP if this is in fact the best way to do it. Otherwise could anyone point me in the right direction in how to solve this

Thanks guys!