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# Mathf.Lerp

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public static function Lerp(a: float, b: float, t: float): float;
public static float Lerp(float a, float b, float t);

## Parameters

 a The start value. b The end value. t The interpolation value between the two floats.

## Returns

float The interpolated float result between the two float values.

## Description

Linearly interpolates between `a` and `b` by `t`.

The parameter `t` is clamped to the range [0, 1].

When `t` = 0 returns `a`.
When `t` = 1 return `b`.
When `t` = 0.5 returns the midpoint of `a` and `b`.

```#pragma strict
public class Example extends MonoBehaviour {
public var minimum: float = -1.0F;
public var maximum: float = 1.0F;
static var t: float = 0.0f;
function Update() {
// animate the position of the game object...
transform.position = new Vector3(Mathf.Lerp(minimum, maximum, t), 0, 0);
// .. and increate the t interpolater
t += 0.5f * Time.deltaTime;
// in the opposite direction.
if (t > 1.0f) {
var temp: float = maximum;
maximum = minimum;
minimum = temp;
t = 0.0f;
}
}
}```
```using UnityEngine;public class Example : MonoBehaviour {    // animate the game object from -1 to +1 and back
public float minimum = -1.0F;
public float maximum =  1.0F;    // starting value for the Lerp
static float t = 0.0f;

void Update() {
// animate the position of the game object...
transform.position = new Vector3(Mathf.Lerp(minimum, maximum, t), 0, 0);

// .. and increate the t interpolater
t += 0.5f * Time.deltaTime;

// now check if the interpolator has reached 1.0
// and swap maximum and minimum so game object moves
// in the opposite direction.
if (t > 1.0f){
float temp = maximum;
maximum = minimum;
minimum = temp;
t = 0.0f;
}
}
}
```