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Slightly more robust interpolations for unity

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Erp: Interpolation Utility for Unity

Erp is a small utility for making interpolation in unity a bit more robust.

Say you want a function like Mathf.Lerp, but want to use a non linear interpolation?

Erp.Interpolate(Interpolator.Type.EaseInCubic, start, end, pct);

Or do you find yourself doing stuff like this all the time?:

x = Mathf.Lerp(x, target, dampen);

Instead, try the extension methods on float:

x.MoveTowards(target, dampen)

Or, use Tween which calls a function on every update frame until it's done.

private void SetScale(float scale) {
  transform.localScale = Vector3.one * scale;
}

private IEnumerator show() {
  // Over one second, move through the interpolation function and call SetScale every frame.
  yield return Erp.Tween(Interpolator.Type.EaseInElastic, 0, 1f, 1.0f, SetScale);
}

Wishlist:

  • Extend all the interpolators to work on VectorN classes, Quaternions.
  • Support custom curves, or a component to configure more complex curves in the editor, or some editor extensions for including configurable curves as fields on classes.

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