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Constant Transform Lerp

Is it bad practice to let a transform constantly re-position and rotate itself to a target with Vector3.Lerp and Quaternion.Lerp? For example: Camera.main.transform.position = Vector3.Lerp(Camera.main.transform.position, head.position, cameraSlerpPositionSpeed * Time.deltaTime); Camera.main.transform.rotation = Quaternion.Lerp(Camera.main.transform.rotation, head.rotation, cameraSlerpRotationSpeed * Time.deltaTime); Is this valid or is it something a programmer should avoid?

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