# Math in Unity : Linear Interpolation(Part II)

What we did earlier was simply create a Move () method and set a position.

It is true that with Time.time the hope moves constantly, but using a simple float the sphere “finds” its position between Point A and Point B.

To create a linear interpolation instead, we have to make the sphere **move from Point A to the desired point.**

To do this, we will create a **Lerp()** method from scratch.

The reference for the Vector3.Lerp method is this**https://docs.unity3d.com/ScriptReference/Vector3.Lerp.html**

As we can see from the description, **t =0 represents point A, t =1 represents point B and t = 0.5 represents the halfway point between point A and point B.**

We now know that the Lerp method requires **two Vectors, A and B, and a float t.**

The formula, as the documentation says, is this

# a + (b - a) * t

We can also read this formula like this**a + (length of b - a) **multiplied by a **float t**

So far everything pretty simple right?

Let’s translate it into code

first, we need the distance from Point B to Point A

After this, let’s translate the formula

The last piece of our code is to set the **t as CLAMP**The reference for the

**MathF.Clamp**

**https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html**

The clamp method requires three parameters: one float for a value and two floats for a minimum and a maximum value.

The first value is none other than value of **t**, and the Clamp will be between 0 and 1.

And return the **new Vector3**

If we now set the **Lerp() in Start()**

If we test it

The sphere moves from point A but stops when it reaches point B.

In the next articles we start talking about **Planes.**