current | The current position. |
target | The position we are trying to reach. |
currentVelocity | The current velocity, this value is modified by the function every time you call it. |
smoothTime | Approximately the time it will take to reach the target. A smaller value will reach the target faster. |
maxSpeed | Optionally allows you to clamp the maximum speed. |
deltaTime | The time since the last call to this function. By default Time.deltaTime. |
Gradually changes a vector towards a desired goal over time.
The vector is smoothed by some spring-damper like function, which will never overshoot. The most common use is for smoothing a follow camera.
#pragma strict // Smooth towards the target public var target: Transform; public var smoothTime: float = 0.3F; private var velocity: Vector3 = Vector3.zero; function Update() { // Define a target position above and behind the target transform var targetPosition: Vector3 = target.TransformPoint(new Vector3(0, 5, -10)); // Smoothly move the camera towards that target position transform.position = Vector3.SmoothDamp(transform.position, targetPosition, velocity, smoothTime); }
// Smooth towards the target
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Transform target; public float smoothTime = 0.3F; private Vector3 velocity = Vector3.zero;
void Update() { // Define a target position above and behind the target transform Vector3 targetPosition = target.TransformPoint(new Vector3(0, 5, -10));
// Smoothly move the camera towards that target position transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, smoothTime); } }