Version: 2022.3
LanguageEnglish
• C#

# Quaternion.Slerp

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## Declaration

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

### Parameters

 a Start unit quaternion value, returned when t = 0. b End unit quaternion value, returned when t = 1. t Interpolation ratio. Value is clamped to the range [0, 1].

### Returns

Quaternion A unit quaternion spherically interpolated between quaternions `a` and `b`.

### Description

Spherically linear interpolates between unit quaternions `a` and `b` by a ratio of `t`.

Use this to create a rotation which smoothly interpolates between the first unit quaternion `a` to the second unit quaternion `b`, based on the value of the parameter `t`. If the value of the parameter is close to 0, the output will be close to `a`, if it is close to 1, the output will be close to `b`.

```// Interpolates rotation between the rotations "from" and "to"
// (Choose from and to not to be the same as
// the object you attach this script to)using UnityEngine;
using System.Collections;public class ExampleClass : MonoBehaviour
{
public Transform from;
public Transform to;    private float timeCount = 0.0f;    void Update()
{
transform.rotation = Quaternion.Slerp(from.rotation, to.rotation, timeCount);
timeCount = timeCount + Time.deltaTime;
}
}
```

Additional resources: Lerp, SlerpUnclamped.