ok this can’t work, you’re violating the common sense of lerping at this point.
look, Time.deltaTime gives you the time since the last frame. it’s usually something small (like 1/60th of a second).
this is why we accumulate these values, as time measurement. but you’re dividing this by 0.5, which means you’re effectively doubling the time step for no particular reason.
so after 2 seconds, t1 will be equal to 4.
then you take a lerp, which is a function that takes two values and interpolates between them by some percentage, which is traditionally named t not because it has to be time, but because it usually has to do with animating. it’s just a percentage, a dimensionless value that is used to determine where exactly the result should land between a and b.
naturally you want to use a t between 0 and 1. if you go beyond these values, then you’re extrapolating, which is valid, but rarely needed (and also prohibited by this function, you need to use LerpUnclamped). however, your lerp has 0 and 1 as the end values, and this is really mind-boggling. if you wanted a value between 0 and 1, well t was already that value, why would you need a lerp? Mathf.Lerp(0f, 1f, 0.618034f) is exactly 0.618034f. incredible right?
so whatever it is that you’re trying to do here, you’re doing it wrong.
here let me unroll this for you
after 250 milliseconds, t1 will be equal to 0.5 and value1 will be 0.5
after half a second, t1 will be equal to 1 and value1 will be 1
after 2 seconds, t1 will be equal to 4 and value1 will be 4
I’m sure you wanted something meaningful out of it but this is just pointless.
edit: in fact, I just remembered that if you don’t use LerpUnclamped, value1 will just slam into 1 and stay that way.
THRESHOLD was just an example to illustrate a point. you’re supposed to experiment with a value that suits you better.