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`

.

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { // Transforms to act as start and end markers for the journey. public Transform startMarker; public Transform endMarker;

// Movement speed in units/sec. public float speed = 1.0F;

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

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

void 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 void Update() { // Distance moved = time * speed. float distCovered = (Time.time - startTime) * speed;

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

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

See Also: Slerp, LerpUnclamped.