I am creating a roulette-type game in Unity for that I need to spin the roulette wheel and the ball and stop both of them at once. The problem I am facing is if the ball is supposed to stop at an angle of 240f then instead it stops on 241f. In order to fix this, I implemented this line of code, Code (CSharp): pivot.transform.localEulerAngles = new Vector3(0, 0, -thetaBall); But on running in Android, the ball appears to jump on that number. Is there any way I can make the animation smoother and make it refresh-rate-independent? I am not using physics, I am simply generating the angle randomly from the given array, and making the ball stop on the choosen angle and treating the index of the choosen angle as the winning number.