Rotate smoothly towards desired direction

Godot Version

v4.2.1.stable.mono.official [b09f793f5]

Question

I’m having some rotating a character smoothly. I created this function:

public void RotateTo(Vector3 target, float speed, float delta)
	{
        var direction = target;
		float angle = Mathf.LerpAngle(Rotation.Y, Mathf.Atan2(direction.X, dir.Z), speed * delta); 
		Vector3 newRotation = new Vector3(Rotation.X, angle, Rotation.Z);
		Rotation = newRotation;
	}

Which I call in _PhysicsProcess like this

RotateTo(dir, 20f, (float)delta);

dir is a variable which indicates which direction to turn to. Whenever I want the character to turn I just set dir. However I am experiencing some issues.

First, in my movement code, I set dir like this:

Vector3 direction = new Vector3(Velocity.X, 0f, Velocity.Z) * 100f;
direction += GlobalPosition;
dir = -direction;

This works, however it seems that the lenght of the Velocity vector affects the speed of the rotation, which I don’t want.

Second, I have a simple punch set up, and I want the character to turn towards the direction of the punch, obtained from a raycast from the mouse position (I called it direction, but it’s actually a position)

 public override void Selection(Godot.Collections.Dictionary dict) //dict is the result of the raycast
    {
        if (confirm) //confirm is set to true when the player clicks the left mouse button
        {
            direction = (Vector3)dict["position"]; 
            direction = new Vector3(direction.X, 0f, direction.Z);
            SelectionDone = true;
        }
    }

    public override void Use()
    {
        //User.c.LookAt(direction); //This points to the right direction, but ofc it's not smooth
        User.c.dir = -direction;
    }
  

Hovever, this only points to the right direction when the character is at coordinates 0,0.

Does anyone know what I’m doing wrong?

Mathf.LerpAngle(from, to, weight) this is the signature of the function.

I’m already using Mathf.LerpAngle

This function work similar to lerp_angle(from, to, weight) in GDScript. First argument from is starting angle and second argument to is end angle. and the last angle is the weight which is determine the angle. If it is 0 gives start angle if it is 1 gives End angle any weight in between interpolate between two angles.

For your question if you give more specific details that’d be helpful.