Mathf.LerpAngle
static function LerpAngle(a: float, b: float, t: float): float;
Description

Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.

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); }