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


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.

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