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.
using UnityEngine;
public class Example : MonoBehaviour { // 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)
Transform from; Transform to; float speed = 0.1f; void Update() { transform.rotation = Quaternion.Lerp(from.rotation, to.rotation, Time.time * speed); } }
See Also: Slerp. LerpUnclamped.