OK, it sounds simple and maybe it is, but I think I’ll need to read a book called Quaternions for Dummies before I really get stuff like this. I am using this code to rotate an object:
var targetRotation = Quaternion.LookRotation (targetPoint - transform.position, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * rotationAdjust);
It rotates fine, but I need to know when it is turning right, when it’s turning left and when it is not turning. Is there a line of code I can add to this to get a variable that tells me that?