Where in the docs does it say that? Euler angle lerps, in the general case (eg none of the starts or ends are 0), look like complete shit.
You need the log quat representation. Exp( Tlog(q1/q0) ) q0
You need the log quat representation. Exp( Tlog(q1/q0) ) q0
from: https://docs.unity3d.com/2023.3/Documentation/Manual/animedi...
The default is Euler values