Hi, just a quick question here.
I found using the Quaternion works nicer. Are there any advantages of using transform.forward directly other than simplicity?
Did anyone else find the rotation movement a little odd with the changing forward transform? With me, at times it looked great and at other times the character walked backward almost the entire way regardless of the setting of the rotationSpeed variable.
//transform.forward = Vector3.Lerp(transform.position, moveDirection, Time.deltaTime * rotationSpeed);
Quaternion rotation = Quaternion.LookRotation(moveDirection);
Quaternion current = transform.localRotation;
transform.localRotation = Quaternion.Slerp(current, rotation, Time.deltaTime * rotationSpeed);