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Use curve effect on rotation?

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Hey all, I have a game where an object of mine with a rigidbody rotates into the ideal position for the direction it's facing. Here is the code: float my_Aerodynamic = 0.2f; my_Rigidbody.rotation = Quaternion.Slerp(my_Rigidbody.rotation, Quaternion.LookRotation(my_Rigidbody.velocity, transform.up), my_Aerodynamic*Time.deltaTime); Slerp does not provide the desired transition. The object rotates at a constant speed toward the ideal rotation. I need a smooth transition that starts slow, speeds up over time, then slows down again. What can I use to get that curve transition effect?

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