Version: 2017.4
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Vector3.Lerp

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public static method Lerp(a: Vector3, b: Vector3, t: float): Vector3;
public static Vector3 Lerp(Vector3 a, Vector3 b, float t);

Description

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.

#pragma strict
public var startMarker: Transform;
public var endMarker: Transform;
public var speed: float = 1.0F;
private var startTime: float;
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: float = (Time.time - startTime) * speed;
	// Fraction of journey completed = current distance divided by total distance.
	var fracJourney: float = 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 { // 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.