Unity3D Slerp Speed

I am using Unity3D. I would like to rotate the object in the direction of the mouse pointer, but allow the maximum rotation speed, for example, "max 100 degrees per second".

There is an example in the document, but it does not do what I want.
I think Time.time should be Time.deltaTime, and I cannot figure out what the last parameter does. Is it supposed to be a number that sums with the start vector?

http://docs.unity3d.com/Documentation/ScriptReference/Quaternion.Slerp.html

Also, I cannot figure out what the last parameter does. Is it time for a spin?

The code I'm using now

Plane plane = new Plane(Vector3.up, 0);
float dist;
void Update () {
    //cast ray from camera to plane (plane is at ground level, but infinite in space)
    Ray ray = Camera.mainCamera.ScreenPointToRay(Input.mousePosition);
    if (plane.Raycast(ray, out dist)) {
        Vector3 point = ray.GetPoint(dist);

        //find the vector pointing from our position to the target
        Vector3 direction = (point - transform.position).normalized;

        //create the rotation we need to be in to look at the target
        Quaternion lookRotation = Quaternion.LookRotation(direction);

        //rotate towards a direction, but not immediately (rotate a little every frame)
        transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * rotationSpeed);
    }
}

I think the weak point is in the third parameter of Slerp, but I can’t figure out what to put there.

+4
2

, , 100% .

Plane plane = new Plane(Vector3.up, 0);
float dist;
void Update () {
    //cast ray from camera to plane (plane is at ground level, but infinite in space)
    Ray ray = Camera.mainCamera.ScreenPointToRay(Input.mousePosition);
    if (plane.Raycast(ray, out dist)) {
        Vector3 point = ray.GetPoint(dist);

        //find the vector pointing from our position to the target
        Vector3 direction = (point - transform.position).normalized;

        //create the rotation we need to be in to look at the target
        Quaternion lookRotation = Quaternion.LookRotation(direction);

        float angle = Quaternion.Angle(transform.rotation, lookRotation);
        float timeToComplete = angle / rotationSpeed;
        float donePercentage = Mathf.Min(1F, Time.deltaTime / timeToComplete);

        //rotate towards a direction, but not immediately (rotate a little every frame)
        //The 3rd parameter is a number between 0 and 1, where 0 is the start rotation and 1 is the end rotation
        transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, donePercentage);
    }
}
+1

, . Time.deltaTime * rotationSpeed ​​ 0-1.

private float _RawLerp;
private float _Lerp;
public float _Speed;
public transform _Source;
public transform _Target;

private transform _TransformCache; // the transform for my game object, set in the Awake method

public void Update()
{
    _RawLerp += Time.deltaTime * _Speed;
     _Lerp = Mathf.Min(_RawLerp, 1); 
   _TransformCache.rotation = Quaternion.Slerp(
         _Source.TargetRotation(),
         _Target.TargetRotation(), 
         _Lerp);
}
+3

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