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Mathf.Lerp

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

Parameters

a The start value.
b The end value.
t The interpolation value between the two floats.

Returns

float The interpolated float result between the two float values.

Description

Linearly interpolates between a and b by t.

The parameter t is clamped to the range [0, 1].

When t = 0 returns a.
When t = 1 return b.
When t = 0.5 returns the midpoint of a and b.

#pragma strict
public class Example extends MonoBehaviour {
	public var minimum: float = -1.0F;
	public var maximum: float = 1.0F;
	static var t: float = 0.0f;
	function 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;
		// in the opposite direction.
		if (t > 1.0f) {
			var temp: float = maximum;
			maximum = minimum;
			minimum = temp;
			t = 0.0f;
		}
	}
}
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.