Okay, here’s the code from the reference manual:
// Interpolates rotation between the rotations
// of from and to.
// (Choose from and to not to be the same as
// the object you attach this script to)
var from : Transform;
var to : Transform;
var speed = 0.1;
function Update () {
transform.rotation =
Quaternion.Slerp (from.rotation, to.rotation, Time.time * speed);
}
My question is, can I use Quaternion.Slerp to rotate to angles given in floats, rather than rotating towards external objects?
Cheers!