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Vector3.Slerp

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public static function Slerp(from: Vector3, to: Vector3, t: float): Vector3;
public static Vector3 Slerp(Vector3 from, Vector3 to, float t);
public static def Slerp(from as Vector3, to as Vector3, t as float) as Vector3

Description

Spherically interpolates between two vectors.

Interpolates between from and to by amount t. The difference between this and linear interpolation (aka, "lerp") is that the vectors are treated as directions rather than points in space. The direction of the returned vector is interpolated by the angle and its magnitude is interpolated between the magnitudes of from and to.

/t/ is clamped between [0...1]. See Also: Lerp function.

	// Animates the position in an arc between sunrise and sunset.
	
	var sunrise : Transform;
	var sunset : Transform;
	
	// Time to move from sunrise to sunset position, in seconds.
	var journeyTime = 1.0;
	
	// The time at which the animation started.
	private var startTime: float;
	
	
	function Start() {
		// Note the time at the start of the animation.
		startTime = Time.time;
	}
	
	
	function Update () {
	    // The center of the arc
	    var center = (sunrise.position + sunset.position) * 0.5;
	    // move the center a bit downwards to make the arc vertical
	    center -= Vector3(0,1,0);
	
	    // Interpolate over the arc relative to center
	    var riseRelCenter = sunrise.position - center;
	    var setRelCenter = sunset.position - center;
	    
	    // The fraction of the animation that has happened so far is
	    // equal to the elapsed time divided by the desired time for
	    // the total journey.
	    var fracComplete = (Time.time - startTime) / journeyTime;
	    transform.position = Vector3.Slerp(riseRelCenter, setRelCenter, fracComplete);
	    transform.position += center;
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Transform sunrise;
    public Transform sunset;
    public float journeyTime = 1.0F;
    private float startTime;
    void Start() {
        startTime = Time.time;
    }
    void Update() {
        Vector3 center = (sunrise.position + sunset.position) * 0.5F;
        center -= new Vector3(0, 1, 0);
        Vector3 riseRelCenter = sunrise.position - center;
        Vector3 setRelCenter = sunset.position - center;
        float fracComplete = (Time.time - startTime) / journeyTime;
        transform.position = Vector3.Slerp(riseRelCenter, setRelCenter, fracComplete);
        transform.position += center;
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public sunrise as Transform

	public sunset as Transform

	public journeyTime as float = 1.0F

	private startTime as float

	def Start() as void:
		startTime = Time.time

	def Update() as void:
		center as Vector3 = ((sunrise.position + sunset.position) * 0.5F)
		center -= Vector3(0, 1, 0)
		riseRelCenter as Vector3 = (sunrise.position - center)
		setRelCenter as Vector3 = (sunset.position - center)
		fracComplete as float = ((Time.time - startTime) / journeyTime)
		transform.position = Vector3.Slerp(riseRelCenter, setRelCenter, fracComplete)
		transform.position += center