how to make mathf.pingpong not from 0

hello everyone. it might be stupid question but how we can modify the range of mathf.pingpong? i already trying from another question but it just keep fails. so how to make the ping pong not start from 0 ? thanks

to change its range, you can do something like this

//suppose you are changing its value on X-axis
//oscillate from a to b, but never get to a and b.
transform.position = new Vector3(mathf.PingPong(Time.time, b) + a, transform.position.y,transform.position.z)

Mathf.Lerp (min, max, Mathf.Pingpong(Time.time, 1));

Just in case someone want to know.
PingPong in x axis.

> float minimum,maximum;
> 
> void Update() {
>     transform.position = new Vector3(Mathf.PingPong( Time.time ,
> maximum-minimum) +minimum,
> transform.position.y,
> transform.position.z); }

Use mathf.sin instead .
Do something like
Mathf.sin(time.deltatime/speed)+ length;
You can modify your length ie if ist 4 , it will go from -4 to 4.