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CloseInterpolates 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)
public Transform from; public Transform to; float speed = 0.1f; float t = 0; void Update() { t += Time.deltaTime * speed; transform.rotation = Quaternion.Lerp(from.rotation, to.rotation, t); } }
See Also: Slerp. LerpUnclamped.