I need to convert the following code from using lerp to using cubic easing in, but I don't know what to do with the returned float value from the cubic easing in function, because I'm using Vector3 instead of floats. Can someone please give me a hint?
if (Vector3.Distance(activeTween.Target.position, activeTween.EndPos) > 0.1f)
{
float fraction = (Time.time - activeTween.StartTime) / activeTween.Duration;
activeTween.Target.position = Vector3.Lerp(activeTween.StartPos, activeTween.EndPos, fraction);
}