Vector3.Slerp is the unpopular younger brother of lerp, but it doesn't need to be that way! It has a load of utility once you learn how it works.
I'll teach you what slerp is, how slerp works and how to use slerp... slerp
I used 'Shapes' to make a few of these effects, you can check it out here: https://assetstore.unity.com/packages/tools/particles-effects/shapes-173167?aid=1011lkRxs
Drop this in your scene to play around with slerp: https://bit.ly/3ptryAL
Script: https://gist.github.com/Matthew-J-Spencer/9044a711cddc4340c6d2aa0656a15d2a
❤️ Become a Tarobro on Patreon: https://www.patreon.com/tarodev
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Slerp official description:
Spherically interpolates between two vectors.
Interpolates between a and b by amount t. The difference between this and linear interpolation (aka, "lerp") is that the vectors are treated as directions rather than points in space. The direction of the returned vector is interpolated by the angle and its magnitude is interpolated between the magnitudes of from and to.

here's your standard vector3 lerp lap is linearly interpolated so we'll

always give you a straight line from a to b

slope on the other hand is spherically interpolated instead of returning a

straight path it will return points as if it were on the circumference of a

sphere where the quadratic bezier curve can

yield deformed curves slope will always provide a nice uniform curve

we can demonstrate this curvature better by adding more points to the path

we can of course add animation curves in the same way we'd add them to a

traditional lab by default slap uses world space 0 0 as

the center of the circle this can cause weird results when your

path is not perfectly positioned around 0 0.

this can be corrected by finding the center of your points and offsetting the

calculation playing with the center pivot offset

gives you control over the curvature to picture this better i've filled in the

remaining circle yellow leaving the slapped portion in white

alright i hope this helped you understand slap i'll be releasing a

bunch of these quick little visualizations in the future so

subscribe if you're excited about that merry christmas and goodbye

always give you a straight line from a to b

slope on the other hand is spherically interpolated instead of returning a

straight path it will return points as if it were on the circumference of a

sphere where the quadratic bezier curve can

yield deformed curves slope will always provide a nice uniform curve

we can demonstrate this curvature better by adding more points to the path

we can of course add animation curves in the same way we'd add them to a

traditional lab by default slap uses world space 0 0 as

the center of the circle this can cause weird results when your

path is not perfectly positioned around 0 0.

this can be corrected by finding the center of your points and offsetting the

calculation playing with the center pivot offset

gives you control over the curvature to picture this better i've filled in the

remaining circle yellow leaving the slapped portion in white

alright i hope this helped you understand slap i'll be releasing a

bunch of these quick little visualizations in the future so

subscribe if you're excited about that merry christmas and goodbye

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