How do I get the turret to rotate at a constant speed?

How do I get the turret to rotate at a constant speed?

All this is fine and dandy, there is a simple way to do this: Use the target position to find the rotation point of the turret by swapping that location to the local space, then setting it’s Y to zero, then back to world space. Next, store the current rotation, do a LookAt with the turret, using it’s Up vector.

What do you need to know about rotatetowards?

And thank you for taking the time to help us improve the quality of Unity Documentation. The vector being managed. The vector. The maximum angle in radians allowed for this rotation. The maximum allowed change in vector magnitude for this rotation. Vector3 The location that RotateTowards generates.

How does the rotatetowards function in Unity Work?

Description. Rotates a vector current towards target. This function is similar to MoveTowards except that the vector is treated as a direction rather than a position. The current vector will be rotated round toward the target direction by an angle of maxRadiansDelta, although it will land exactly on the target rather than overshoot.

How to rotate at a constant speed in Unity?

Now, do a Quaternion.RotateTowards using the orignal rotation, the look rotation and the traverse speed times the deltaTime. since i asked the above, i always wondered what LookAt () does in background, is it cheaper than LookRotation?

When to use lerp instead of rotatetowards?

Lerp is useful if you have a fixed interpolation for a fixed amount of time, i.e. if you clicked somewhere and the turret rotated towards the clicked position. However, you desire continuous rotation. You should use Quaternion.RotateTowards () instead, as follows:

Why does lookrotation slow down at the end?

The reason why your linear interpolation, which should as the name very well suggests be linear, slows down at the end instead, is because you are not using it correctly. The first two parameters should be the same through the entire interpolation, whereas you are giving it a different value every frame.