float y = (float) speed * Time.deltaTime;
transform.Translate(new Vector3(0, y, 0));
Rotation, where Bearing is an Enum I created:
Quaternion target = Quaternion.Euler (0, 0, (float)bearing);
// Dampen towards the target rotation
transform.rotation = Quaternion.Slerp(transform.rotation, target, Time.deltaTime * speed);;
No comments:
Post a Comment