Version: Unity 6 Beta (6000.0)
LanguageEnglish
  • C#

Quaternion.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

Submission failed

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

Close

Cancel

Switch to Manual

Declaration

public static Quaternion Lerp(Quaternion a, Quaternion b, float t);

Parameters

a Start unit quaternion value, returned when t = 0.
b End unit quaternion value, returned when t = 1.
t Interpolation ratio. The value is clamped to the range [0, 1].

Returns

Quaternion A unit quaternion interpolated between quaternions a and b.

Description

Interpolates between a and b by t and normalizes the result afterwards.

This is faster than Slerp but the angular velocity will not be constant if the rotations are far apart.

// 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)

using UnityEngine;

public class Example : MonoBehaviour { Transform from; Transform to; float speed = 0.01f; float timeCount = 0.0f;

void Update() { transform.rotation = Quaternion.Lerp(from.rotation, to.rotation, timeCount * speed); timeCount = timeCount + Time.deltaTime; } }

Additional resources: Slerp. LerpUnclamped.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961