What does (Time.deltaTime*smooth) actually do?
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The Unity manual says the 3rd parameter of Quaternion.Lerp() is a value between 0.0f and 1.0f (https://docs.unity3d.com/ScriptReference/Quaternion.Lerp.html).
Setting smooth to a high value like 100 would contradict this.
So I'm not understanding the purpose of (Time.deltaTime*smooth), or exactly what it's doing for the rotation transitions.
I added in looking up and down and put the moveY in the Z axis spot, and it works great, but now i can't look left or right.
1 answer · asked