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Quaternion.Lerp

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public static function Lerp(from: Quaternion, to: Quaternion, t: float): Quaternion;
public static Quaternion Lerp(Quaternion from, Quaternion to, float t);
public static def Lerp(from as Quaternion, to as Quaternion, t as float) as Quaternion

Description

Interpolates between from and to by t and normalizes the result afterwards.

This is faster than Slerp but looks worse if the rotations are far apart.

	// Interpolates rotation between the rotations
	// of from and to.
	// (Choose from and to not to be the same as 
	// the object you attach this script to)

var from : Transform; var to : Transform; var speed = 0.1; function Update () { transform.rotation = Quaternion.Lerp (from.rotation, to.rotation, Time.time * speed); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Transform from;
    public Transform to;
    public float speed = 0.1F;
    void Update() {
        transform.rotation = Quaternion.Lerp(from.rotation, to.rotation, Time.time * speed);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public from as Transform

	public to as Transform

	public speed as float = 0.1F

	def Update() as void:
		transform.rotation = Quaternion.Lerp(from.rotation, to.rotation, (Time.time * speed))