7 deleted 3 characters in body edited Mar 10 at 17:24 Yusufbek 122 bronze badges You can just use the t Time. Instead of writing 1 * Time.deltaTime just make 4 fields, LerpTime, CurrentLerpingTime, Speed, T; Then check whether the T is more than or equal to 1, if it is then the lerp has finished!. private float LerpTime = 1.0f; private float CurrentLerpingTime; private float Speed = 0.025f;25f; private void Update(){ ...... if(hitted == true){ CurrentLerpingTime = Mathf.Clamp01(CurrentLerpingTime + (speed * Time.deltaTime)); t = CurrentLerpingTime / LerpTime; player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), t); if(t >= 1){ Debug.Log("Lerping Has Finished!"); } } }  You can just use the t Time. Instead of writing 1 * Time.deltaTime just make 4 fields, LerpTime, CurrentLerpingTime, Speed, T; Then check whether the T is more than or equal to 1, if it is then the lerp has finished!. private float LerpTime = 1.0f; private float CurrentLerpingTime; private float Speed = 0.025f; private void Update(){ ...... if(hitted == true){ CurrentLerpingTime = Mathf.Clamp01(CurrentLerpingTime + (speed * Time.deltaTime)); t = CurrentLerpingTime / LerpTime; player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), t); if(t >= 1){ Debug.Log("Lerping Has Finished!"); } } }  You can just use the t Time. Instead of writing 1 * Time.deltaTime just make 4 fields, LerpTime, CurrentLerpingTime, Speed, T; Then check whether the T is more than or equal to 1, if it is then the lerp has finished!. private float LerpTime = 1.0f; private float CurrentLerpingTime; private float Speed = 25f; private void Update(){ ...... if(hitted == true){ CurrentLerpingTime = Mathf.Clamp01(CurrentLerpingTime + (speed * Time.deltaTime)); t = CurrentLerpingTime / LerpTime; player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), t); if(t >= 1){ Debug.Log("Lerping Has Finished!"); } } }  6 added 19 characters in body edited Mar 10 at 17:17 Yusufbek 122 bronze badges You can just use the t Time. Instead of writing 1 * Time.deltaTime just make 4 fields, LerpTime, CurrentLerpingTime, Speed, T; Then check whether the T is more than or equal to 1, if it is then the lerp has finished!. private float LerpTime = 1.0f; private float CurrentLerpingTime; private float Speed = 0.025f; private void Update(){ ...... if(hitted == true){ CurrentLerpingTime = Mathf.Clamp01(CurrentLerpingTime + (speed * Time.deltaTime)); t = CurrentLerpingTime / LerpTime; player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), t); if(t >= 1){ Debug.Log("Lerping Has Finished!"); } } }  You can just use the t Time. Instead of writing 1 * Time.deltaTime just make 4 fields, LerpTime, CurrentLerpingTime, Speed, T; Then check whether the T is more than or equal to 1, if it is then the lerp has finished!. private float LerpTime = 1.0f; private float CurrentLerpingTime; private float Speed = 0.025f; private void Update(){ ...... if(hitted == true){ CurrentLerpingTime = Mathf.Clamp01(CurrentLerpingTime + speed); t = CurrentLerpingTime / LerpTime; player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), t); if(t >= 1){ Debug.Log("Lerping Has Finished!"); } } }  You can just use the t Time. Instead of writing 1 * Time.deltaTime just make 4 fields, LerpTime, CurrentLerpingTime, Speed, T; Then check whether the T is more than or equal to 1, if it is then the lerp has finished!. private float LerpTime = 1.0f; private float CurrentLerpingTime; private float Speed = 0.025f; private void Update(){ ...... if(hitted == true){ CurrentLerpingTime = Mathf.Clamp01(CurrentLerpingTime + (speed * Time.deltaTime)); t = CurrentLerpingTime / LerpTime; player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), t); if(t >= 1){ Debug.Log("Lerping Has Finished!"); } } }  5 added 28 characters in body edited Mar 10 at 7:05 Yusufbek 122 bronze badges You can just use the t Time. Instead of writing 1 * Time.deltaTime just make 4 fields, LerpTime, CurrentLerpingTime, Speed, T; Then check whether the T is more than or equal to 1, if it is then the lerp has finished!. private float LerpTime = 1.0f; private float CurrentLerpingTime; private float Speed = 0.025f; private void Update(){  ...... if(hitted == true){ CurrentLerpingTime = Mathf.Clamp01(CurrentLerpingTime + speed); t = CurrentLerpingTime / LerpTime; player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), t); if(t >= 1){ Debug.Log("Lerping Has Finished!"); } } }  You can just use the t Time. Instead of writing 1 * Time.deltaTime just make 4 fields, LerpTime, CurrentLerpingTime, Speed, T; Then check whether the T is more than or equal to 1, if it is then the lerp has finished!. private float LerpTime = 1.0f; private float CurrentLerpingTime; private float Speed = 0.025f; private void Update(){ if(hitted == true){ CurrentLerpingTime = Mathf.Clamp01(CurrentLerpingTime + speed); t = CurrentLerpingTime / LerpTime; player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), t); if(t >= 1){ Debug.Log("Lerping Has Finished!"); } } }  You can just use the t Time. Instead of writing 1 * Time.deltaTime just make 4 fields, LerpTime, CurrentLerpingTime, Speed, T; Then check whether the T is more than or equal to 1, if it is then the lerp has finished!. private float LerpTime = 1.0f; private float CurrentLerpingTime; private float Speed = 0.025f; private void Update(){  ...... if(hitted == true){ CurrentLerpingTime = Mathf.Clamp01(CurrentLerpingTime + speed); t = CurrentLerpingTime / LerpTime; player.localRotation = Quaternion.Lerp(player.localRotation, Quaternion.LookRotation(hitPosition), t); if(t >= 1){ Debug.Log("Lerping Has Finished!"); } } }  4 My first answer was about checking for Position Lerping, I corrected it to Quaternion.Lerp. edited Mar 10 at 6:48 Yusufbek 122 bronze badges 3 deleted 5 characters in body edited Mar 2 at 5:14 Almo 5,97844 gold badges2828 silver badges5858 bronze badges 2 Converting to string then comparing strings is weird. edited Feb 28 at 18:06 Vaillancourt♦ 13.9k1111 gold badges4343 silver badges5353 bronze badges 1 answered Feb 28 at 17:47 Yusufbek 122 bronze badges