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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 secondvar minAngle = 0.0; var maxAngle = 90.0;
function Update () { var angle : float = Mathf.LerpAngle(minAngle, maxAngle, Time.time); transform.eulerAngles = Vector3(0, angle, 0); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public float minAngle = 0.0F; public float maxAngle = 90.0F; void Update() { float angle = Mathf.LerpAngle(minAngle, maxAngle, Time.time); transform.eulerAngles = new Vector3(0, angle, 0); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public minAngle as float = 0.0F public maxAngle as float = 90.0F def Update() as void: angle as float = Mathf.LerpAngle(minAngle, maxAngle, Time.time) transform.eulerAngles = Vector3(0, angle, 0)