I’m getting confused about how lookAt works, I would assume it attempts to match up the local forward vector in world space with the local forward vector in world space of my second object.
But taking a look in my scene the local coordinate system of every tile matches world space axis, attempting to do my own smoother rotation with:
while (time < 1f)
{
transform.position = Vector3.Lerp(startPos, endPos, time);
transform.forward = Vector3.Slerp(fwdVec, waypoint.transform.forward, time);
time += Time.deltaTime * _speed;
yield return new WaitForEndOfFrame();
}
Didn’t give me the desired result and didn’t rotate my object at all, which is obvious when all local coordinate systems of every object match up with world space.