Mathf.LerpAnglestatic function LerpAngle (a : float, b : float, t : float) : floatDescriptionSame as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees. Variables a and b are assumed to be in degrees. var minAngle = 0.0;
var maxAngle = 90.0; // Fades from minimum to maximum in one second function Update () { var angle = Mathf.LerpAngle(minAngle, maxAngle, Time.time); transform.eulerAngles = Vector3(0, angle, 0); } |
