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Mathf.SmoothStep

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public static function SmoothStep(from: float, to: float, t: float): float;
public static float SmoothStep(float from, float to, float t);
public static def SmoothStep(from as float, to as float, t as float) as float

Description

Interpolates between min and max with smoothing at the limits.

This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.

	// Minimum and maximum values for the transition.
	var minimum = 10.0;
	var maximum = 20.0;
	
	// Time taken for the transition.
	var duration = 5.0;
	
	
	private var startTime: float;
	
	
	function Start() {
		// Make a note of the time the script started.
		startTime = Time.time;
	}
	
	
	function Update() {
		// Calculate the fraction of the total duration that has passed.
		var t = (Time.time - startTime) / duration;
	    transform.position = Vector3(Mathf.SmoothStep(minimum, maximum, t), 0, 0);
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public float minimum = 10.0F;
    public float maximum = 20.0F;
    public float duration = 5.0F;
    private float startTime;
    void Start() {
        startTime = Time.time;
    }
    void Update() {
        float t = (Time.time - startTime) / duration;
        transform.position = new Vector3(Mathf.SmoothStep(minimum, maximum, t), 0, 0);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public minimum as float = 10.0F

	public maximum as float = 20.0F

	public duration as float = 5.0F

	private startTime as float

	def Start() as void:
		startTime = Time.time

	def Update() as void:
		t as float = ((Time.time - startTime) / duration)
		transform.position = Vector3(Mathf.SmoothStep(minimum, maximum, t), 0, 0)