from から to への回転を得ます。
The from quaternion is rotated towards to by an angular step of maxDegreesDelta (but note
that the rotation will not overshoot).
Negative values of maxDegreesDelta will move away from to until the rotation
is exactly the opposite direction.
using UnityEngine;
public class Example : MonoBehaviour { // The object whose rotation we want to match. Transform target;
// Angular speed in degrees per sec. float speed;
void Update() { // The step size is equal to speed times frame time. var step = speed * Time.deltaTime;
// Rotate our transform a step closer to the target's. transform.rotation = Quaternion.RotateTowards(transform.rotation, target.rotation, step); } }