Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

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

Quaternion.Lerp

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

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> 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 Lerp(a: Quaternion, b: Quaternion, t: float): Quaternion;
public static Quaternion Lerp(Quaternion a, Quaternion b, float t);

Description

Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1].

This is faster than Slerp but looks worse 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)

var from : Transform; var to : Transform; var speed = 0.1; function Update () { transform.rotation = Quaternion.Lerp (from.rotation, to.rotation, Time.time * speed); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform from; public Transform to; public float speed = 0.1F; void Update() { transform.rotation = Quaternion.Lerp(from.rotation, to.rotation, Time.time * speed); } }

See Also: Slerp. LerpUnclamped.