I'm currently working on a multiplayer skydiving Unity game in which i rotate the players like this:
transform.rotation = Quaternion.Slerp(transform.rotation, desiredRotation, delta);
Now this rotates the player relative to it's own rotation. I know rotation in world space is done by multiplying the quaternion of the desired positon with the quaternion of the current position like this:
localRotation = transform.rotation * desiredRotation
worldRotation = desiredRotation * transform.rotation
But how do i slerp to that position in world space?
Thank you all in advance and have a great day!