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.
using UnityEngine;
public class Example : MonoBehaviour { float minAngle = 0.0f; float maxAngle = 90.0f;
void Update() { float angle = Mathf.LerpAngle(minAngle, maxAngle, Time.time); transform.eulerAngles = new Vector3(0, angle, 0); } }
Additional resources: Lerp.