Lerp vs tweening
<p>I am trying to rotate an object (in one axis) according to user input (for example keyboards left/right arrows). I am using a <code>Rigidbody</code> with method <code>MoveRotation</code>.</p>

<p>So in <code>FixedUpdate</code>, I am creating frame-independent angular movement using <code>Mathf.Lerp</code>.</p>

<pre><code>rotation = Mathf.Lerp(rotation, rotation + input, Time.deltaTime * speed)
</code></pre>

<p>But this is linear, and I want to smooth this rotation (for example <code>Sine.easeIn</code>), so it's starting to rotate slowly, and after awhile it's fully rotating.</p>

<p>What is the best way in Unity to combine tweening with user input and frame-independence. (I think I cannot use libraries like <code>DOTween</code> or <code>iTween</code> because the time of tween is not known.</p>