Version: 2018.3 (switch to 2019.1)
LanguageEnglish
  • C#

Mathf.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

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

Parameters

aThe start value.
bThe end value.
tThe 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.

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 increase 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; } } }

Did you find this page useful? Please give it a rating: