Version: 2017.4
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Mathf.SmoothDampAngle

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

Parameters

currentThe current position.
targetThe position we are trying to reach.
currentVelocityThe current velocity, this value is modified by the function every time you call it.
smoothTimeApproximately the time it will take to reach the target. A smaller value will reach the target faster.
maxSpeedOptionally allows you to clamp the maximum speed.
deltaTimeThe time since the last call to this function. By default Time.deltaTime.

Description

Gradually changes an angle given in degrees towards a desired goal angle over time.

The value is smoothed by some spring-damper like function. The function can be used to smooth any kind of value, positions, colors, scalars. The most common use is for smoothing a follow camera.

#pragma strict
public class Example extends MonoBehaviour {
	var target: Transform;
	var smooth: float = 0.3f;
	var distance: float = 5.0f;
	var yVelocity: float = 0.0f;
	function Update() {
		// Damp angle from current y-angle towards target y-angle
		var yAngle: float = Mathf.SmoothDampAngle(transform.eulerAngles.y, target.eulerAngles.y, yVelocity, smooth);
		// Position at the target
		var position: Vector3 = target.position;
		// Then offset by distance behind the new angle
		position += Quaternion.Euler(0, yAngle, 0) * new Vector3(0, 0, -distance);
		// Apply the position
		transform.position = position;
		// Look at the target
		transform.LookAt(target);
	}
}
using UnityEngine;

public class Example : MonoBehaviour { //A simple smooth follow camera, // that follows the targets forward direction

Transform target; float smooth = 0.3f; float distance = 5.0f; float yVelocity = 0.0f;

void Update() { // Damp angle from current y-angle towards target y-angle float yAngle = Mathf.SmoothDampAngle(transform.eulerAngles.y, target.eulerAngles.y, ref yVelocity, smooth); // Position at the target Vector3 position = target.position; // Then offset by distance behind the new angle position += Quaternion.Euler(0, yAngle, 0) * new Vector3(0, 0, -distance); // Apply the position transform.position = position;

// Look at the target transform.LookAt(target); } }