Version: 2022.3
  • C#


Suggest a change


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.


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.



Switch to Manual


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


a Start value, returned when t = 0.
b End value, returned when t = 1.
t Interpolation ratio.


Quaternion A quaternion interpolated between quaternions a and b.


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)

using UnityEngine;

public class Example : MonoBehaviour { Transform from; Transform to; float speed = 0.01f; float timeCount = 0.0f;

void Update() { transform.rotation = Quaternion.Lerp(from.rotation, to.rotation, timeCount * speed); timeCount = timeCount + Time.deltaTime; } }

See Also: Slerp. LerpUnclamped.