Home >Backend Development >C++ >How Does Quaternion.Slerp Achieve Smooth Object Rotation in Unity?
Use Quaternion.Slerp to implement object rotation in Unity
When manipulating objects using the Unity engine, it is critical to understand how to control the rotation of objects over time. This article will explore Quaternion.Slerp, a commonly used method.
The role of Quaternion.Slerp
Quaternion.Slerp is a method for generating a new quaternion that interpolates between two source quaternions. It is often used for smooth rotation of objects as it controls the transition from one rotation to another.
Common misunderstandings
A common misconception about Quaternion.Slerp is that the last parameter (t) represents time. However, this is not the case. The t parameter represents the scale of interpolation between source quaternions. A value of 0 indicates the start of interpolation, and a value of 1 indicates the end of interpolation.
Correct implementation
To rotate an object to a specific angle (90, 180, 270), here is an improved implementation:
<code class="language-c#">public float speed = 0.1F; private float rotation_x; void Update() { if (Input.GetButtonDown("Fire1")) { rotation_x += 90; // 旋转增量为 90 度 rotation_x = rotation_x % 360; // 保持旋转在 0-360 度之间 } transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(rotation_x, transform.eulerAngles.y, transform.eulerAngles.z), Time.deltaTime * speed); }</code>
Other notes
The above is the detailed content of How Does Quaternion.Slerp Achieve Smooth Object Rotation in Unity?. For more information, please follow other related articles on the PHP Chinese website!