Spherically interpolates between a
and b
by t
. The parameter t
is clamped to the range [0, 1].
Use this to create a rotation which smoothly interpolates between the first quaternion (a
) to the second quaternion (a
), based on the value of the parameter (a
). If the value of the parameter is close to 0, the output will be close to a
, if it is close to 1, the output will be close to b
.
// Interpolates rotation between the rotations "from" and "to" // (Choose from and to not to be the same as // the object you attach this script to)
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Transform from; public Transform to;
private float timeCount = 0.0f;
void Update() { transform.rotation = Quaternion.Slerp(from.rotation, to.rotation, timeCount); timeCount = timeCount + Time.deltaTime; } }
See Also: Lerp, SlerpUnclamped.