Legacy Documentation: Version 4.6(go to latest)
Language: English
  • C#
  • JS
  • Boo

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Mathf.LerpAngle

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function LerpAngle(a: float, b: float, t: float): float;
public static float LerpAngle(float a, float b, float t);
public static def LerpAngle(a as float, b as float, t as float) as 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); }
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)