Linearly interpolates between two vectors.

Interpolates between the vectors `a`

and `b`

by the interpolant `t`

. The parameter `t`

is clamped to the range [0, 1]. This is most commonly used to find a point some fraction of the way along a line between two endpoints (e.g. to move an object gradually between those points).

When `t`

= 0 returns `a`

.
When `t`

= 1 returns `b`

.
When `t`

= 0.5 returns the point midway between `a`

and `b`

.

// Transforms to act as start and end markers for the journey. var startMarker: Transform; var endMarker: Transform;

// Movement speed in units/sec. var speed = 1.0;

// Time when the movement started. private var startTime: float;

// Total distance between the markers. private var journeyLength: float;

function Start() { // Keep a note of the time the movement started. startTime = Time.time;

// Calculate the journey length. journeyLength = Vector3.Distance(startMarker.position, endMarker.position); }

// Follows the target position like with a spring function Update () { // Distance moved = time * speed. var distCovered = (Time.time - startTime) * speed;

// Fraction of journey completed = current distance divided by total distance. var fracJourney = distCovered / journeyLength;

// Set our position as a fraction of the distance between the markers. transform.position = Vector3.Lerp(startMarker.position, endMarker.position, fracJourney); }

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform startMarker; public Transform endMarker; public float speed = 1.0F; private float startTime; private float journeyLength; void Start() { startTime = Time.time; journeyLength = Vector3.Distance(startMarker.position, endMarker.position); } void Update() { float distCovered = (Time.time - startTime) * speed; float fracJourney = distCovered / journeyLength; transform.position = Vector3.Lerp(startMarker.position, endMarker.position, fracJourney); } }

See Also: Slerp, LerpUnclamped.