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Mathf.LerpAngle

public static float LerpAngle(float a, float b, float t);

Description

Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.

The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.

using UnityEngine;

public class Example : MonoBehaviour { float minAngle = 0.0f; float maxAngle = 90.0f;

void Update() { float angle = Mathf.LerpAngle(minAngle, maxAngle, Time.time); transform.eulerAngles = new Vector3(0, angle, 0); } }

See Also: Lerp.