Version: 5.4 (switch to 5.5b)
言語English
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Mathf.Lerp

Suggest a change

Success!

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.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

マニュアルに切り替える
public static function Lerp(a: float, b: float, t: float): float;
public static float Lerp(float a, float b, float t);

Parameters

a 開始値
b 終了値
t The interpolation value between the two floats.

Returns

float The interpolated float result between the two float values.

Description

ab の間で t による線形補間します。

パラメーター t は [0, 1] の範囲で制限されます。

When t = 0 returns a.
When t = 1 return b.
t = 0.5 の時は ab の平均(ちょうど真ん中)を返します。

no example available in JavaScript
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.