Version: 2023.1
LanguageEnglish
  • C#

Mathf.SmoothDamp

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Declaration

public static float SmoothDamp(float current, float target, ref float currentVelocity, float smoothTime, float maxSpeed = Mathf.Infinity, float deltaTime = Time.deltaTime);

Parameters

current The current position.
target The target position.
currentVelocity The current velocity. This method modifies the currentVelocity every time it is called.
smoothTime The approximate time it takes to reach the target position. The lower the value the faster this method reaches the target. The minimum value is 0.0001. If a lower value is specified, it is automatically clamped to this minimum value.
maxSpeed Use this optional parameter to specify a maximum speed. By default, the maximum speed is set to infinity.
deltaTime The time since this method was last called. By default, this is set to `Time.deltaTime`.

Description

Gradually changes a value towards a desired goal over time.

This method smoothes the value with a spring-damper like algorithm that never overshoots the target value. This algorithm is based on Game Programming Gems 4, Chapter 1.10.

Note: This method attempts to avoid overshooting the target value. When deltaTime is 0.0f, this yields NaN for the currentVelocity. If you call back with a currentVelocity of NaN, this method returns a NaN.

using UnityEngine;

public class Example : MonoBehaviour { // Smooth towards the height of the target

Transform target; float smoothTime = 0.3f; float yVelocity = 0.0f;

void Update() { float newPosition = Mathf.SmoothDamp(transform.position.y, target.position.y, ref yVelocity, smoothTime); transform.position = new Vector3(transform.position.x, newPosition, transform.position.z); } }