hi
i'm trying to make an exponential ease out curve that will decelerate over time but start fast, and i need to clamp it on 0-1 range, anyone can help me to figure out how to make it?
this is what i have
_currentLerpTime += in_deltatime;
float t = _currentLerpTime / _totalRotationTime;
t = Mathf.Sin(t * Mathf.PI * 0.5f);
Quaternion newRot
= QuaternionExtension.Lerp(_startRotation,_requestedRotation,t,false);
Vector3 current = newRot.eulerAngles;
_currentAngle = current.x;
_myCharacter.transform.localRotation
= newRot;
but doesn't start fast...