I am using Lerp and LerpAngle and have noticed that when I use the time value 0 - 1 the Lerp reached the destination at 0.5 and then reverses. So I chop it off at 0.5. I can not see where the documentation talks about this.
Any ideas?
There is no reversal in linear interpolation, unless you change the origin/destination parameters or start decrementing T.
That’s not how Lerp nor LerpAngle behave. Show your code
The problem may be if you are applying it to eulerAngles. The problem may go away if you applied it to the local Euler angles of a child. (May go away, it also may not) if it does not; you’ll have to use Rotate or Quaternion, or modify a referenced vector (forward right up etc)
I do believe rotate will yield a reverse pole shift when it transitions from positive to negative aswell just like the animation system, but you can stop rotate and set before this occurs.
I only noticed this stuff happening when I applied the techniques to my main camera.
As observed by others already, this goes contrary to what lerp does, so it must be that you’re not using it properly, either because you’re assuming something wrongly, or due to an honest mistake/typo.