Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
The parameter t
is clamped to the range [0, 1]. Variables a
and b
are assumed to be in degrees.
// Fades from minimum to maximum in one second
var minAngle = 0.0; var maxAngle = 90.0;
function Update () { var angle : float = Mathf.LerpAngle(minAngle, maxAngle, Time.time); transform.eulerAngles = Vector3(0, angle, 0); }
no example available in C#
See Also: Lerp.
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