Using Vector3.Lerp() correctly in Unity — One Man's Trash is Another Man's Blog

]]>`start + startToFinish`

might not exactly equal `finish`

, due to floating-point rounding. So he’s saying the final line should read

return (1-percentage)*start + percentage*finish;

I didn’t include this in the article because I thought it would be more difficult for most people to understand. ]]>

I must be missing something really basic here…

Why is 4% of “x” times 25 not the same as 2% of “x” times 50? Isn’t the distance covered the same?

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