// always returns with normalized length public static Vector2 Slerp(Vector2 fromV, Vector2 toV, float t) { // oh god this little knot has so many hidden trig and sqrts. var fromAng = fromV.Angle2D(); var toAng = toV.Angle2D(); float angleDelta = toAng - fromAng; // make sure we're taking the shortest route float flipper = angleDelta < 0f ? 360f : -360f; float maybeFlip = Mathf.Abs(angleDelta) > 180f ? flipper : 0f; float shortestDelta = angleDelta + maybeFlip; float angleToMove = shortestDelta * t; var newDir = fromV.RotateBy2D(angleToMove).normalized; return newDir; }