unity rotate towards
Quaternion.RotateTowards(Quaternion from, Quaternion to, float maxDegreesDelta);
unity rotate towards
Quaternion.RotateTowards(Quaternion from, Quaternion to, float maxDegreesDelta);
unity rotate towards
public Transform target;
public float rotSpeed;
void Update()
{
// erase any position difference in the Z axis
// direction will be a flat vector in the global XY plane without depth information
Vector2 targetDirection = target.position - transform.position;
// Now use Lerp as you did
transform.right = Vector3.Lerp(transform.right, targetDirection, rotationSpeed * Time.deltaTime);
}
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