public static function Lerp(a:
float,
b: float,
t: float):
float;

public static float Lerp(float a,
float b,
float t);

a | The start value. |

b | The end value. |

t | The interpolation value between the two floats. |

**float**
The interpolated float result between the two float values.

Linearly interpolates between `a`

and `b`

by `t`

.

The parameter `t`

is clamped to the range [0, 1].

When `t`

= 0 returns `a`

.

When `t`

= 1 return `b`

.

When `t`

= 0.5 returns the midpoint of `a`

and `b`

.

#pragma strict public class Example extends MonoBehaviour { public var minimum: float = -1.0F; public var maximum: float = 1.0F; static var t: float = 0.0f; function Update() { // animate the position of the game object... transform.position = new Vector3(Mathf.Lerp(minimum, maximum, t), 0, 0); // .. and increate the t interpolater t += 0.5f * Time.deltaTime; // in the opposite direction. if (t > 1.0f) { var temp: float = maximum; maximum = minimum; minimum = temp; t = 0.0f; } } }

using UnityEngine;

public class Example : MonoBehaviour { // animate the game object from -1 to +1 and back public float minimum = -1.0F; public float maximum = 1.0F;

// starting value for the Lerp static float t = 0.0f;

void Update() { // animate the position of the game object... transform.position = new Vector3(Mathf.Lerp(minimum, maximum, t), 0, 0);

// .. and increate the t interpolater t += 0.5f * Time.deltaTime;

// now check if the interpolator has reached 1.0 // and swap maximum and minimum so game object moves // in the opposite direction. if (t > 1.0f) { float temp = maximum; maximum = minimum; minimum = temp; t = 0.0f; } } }

See Also: LerpUnclamped, LerpAngle.