Version: 2020.3
  • C#


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public static Quaternion Lerp(Quaternion a, Quaternion b, float t);


Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1].

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

using UnityEngine;

public class Example : MonoBehaviour { // 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)

Transform from; Transform to; float speed = 0.1f; void Update() { transform.rotation = Quaternion.Lerp(from.rotation, to.rotation, Time.time * speed); } }

See Also: Slerp. LerpUnclamped.