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


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.

// Fades from minimum to maximum in one second

var minAngle = 0.0; var maxAngle = 90.0;

function Update () { var angle : float = Mathf.LerpAngle(minAngle, maxAngle, Time.time); transform.eulerAngles = Vector3(0, angle, 0); }
no example available in C#

See Also: Lerp.

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