I'm new to Unity, so please bear with me. I'm trying to continuously rotate a GameObject (sphere) using Quaternions, but I haven't been able to figure it out from examples.
I was successful using...
transform.Rotate(new Vector3(0, 0, 1), 50f * Time.deltaTime);
but I would like to replicate how a sphere would actually rotate in 3d space, not just along 1 axis.
From the examples I've found, the rotation stops once it reaches the "end".
Sorry if this is a basic/noob question. Any help is greatly appreciated!
Debug.Log("Current rotation: " + transform.rotation)while using the aboveRotatefunction. This should spit out the Quaternion of the rotation in the console.transform.Rotatehave to do withQuaternion.Lerp? You are not lerping anything here.