a | Start unit quaternion value, returned when t = 0. |
b | End unit quaternion value, returned when t = 1. |
t | Interpolation ratio. The value is clamped to the range [0, 1]. |
Quaternion
A unit quaternion interpolated between quaternions a
and b
.
Interpolates between a
and b
by t
and normalizes the result afterwards.
This is faster than Slerp but the angular velocity will not be constant if the rotations are far apart.
// 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)
using UnityEngine;
public class Example : MonoBehaviour { Transform from; Transform to; float speed = 0.01f; float timeCount = 0.0f;
void Update() { transform.rotation = Quaternion.Lerp(from.rotation, to.rotation, timeCount * speed); timeCount = timeCount + Time.deltaTime; } }
See Also: Slerp. LerpUnclamped.