Hello. I am trying to rotate my object smoothly using `Quaternion.Lerp()`

. But for some reason it’s not rotating smoothly. Instead, it is just snapping to that position. How can i fix this?

This is the code:

```
float rotateFloat = (((randomReward + 1) * 60) - 30) - transform.rotation.z;
Quaternion targetRotation = Quaternion.Euler(new Vector3(0, 0, rotateFloat));
transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, f_difX * Time.deltaTime);
```

I tried to use `Quaternion.RotateTowards()`

instead, it did rotate smoothly. But i faced another problem which is the direction of the rotation. I did some research and found that `Quaternion.RotateTowards()`

Finds the shortest way to rotate to the targetRotation point, which defies the whole point of spinning the object in a both directions.

**P.S.** i tried to use `Quaternion.Slerp()`

and i got the same result as the `Quaternion.Lerp()`

Any help is very much appreciated.

**Edit:**

I’m trying to create a spin wheel. the idea of that spin wheel is to follow the direction of the player’s swipe. **f_difX** is basically * the point of where the player lefts his finger off the screen - the point where he touched the screen before swiping.* And then i decrease

**f_difX**with -1 every frame until it reaches zero (This creates the spinning animation). The code above is a function that is called when f_difX < 100 (which is the last round) to lerp towards the chosen

**randomReward**. The random reward is a gameObject that is selected randomly from a GameObject list. The first line of the code above is to calculate the amount of float the wheel should rotate to reach the center position (0 on X axis). For now, the code works properly and it actually rotates correctly to face the right angle. But my proplem is that it snaps to the angle and not rotate smoothly.

Also as i said above, i tried it using `Quaternion.RotateTowards()`

which worked nicely and the wheel rotated smoothly. But i faced the problem of it following the closest arc to reach the **targetRotation**, which defies the whole idea of the wheel spinning according to the player’s swipe. I tried to look online to find a way to reverse the `Quaternion.RotateTowards()`

to follow the other direction, but i had no luck.