Version: 2022.3
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Quaternion.Slerp

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Declaration

public static Quaternion Slerp(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. Value is clamped to the range [0, 1].

Returns

Quaternion A unit quaternion spherically interpolated between quaternions a and b.

Description

Spherically linear interpolates between unit quaternions a and b by a ratio of t.

Use this to create a rotation which smoothly interpolates between the first unit quaternion a to the second unit quaternion b, based on the value of the parameter t. If the value of the parameter is close to 0, the output will be close to a, if it is close to 1, the output will be close to b.

// Interpolates rotation between the rotations "from" and "to"
// (Choose from and to not to be the same as
// the object you attach this script to)

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform from; public Transform to;

private float timeCount = 0.0f;

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

Additional resources: Lerp, SlerpUnclamped.

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