Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
Closecurrent | 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`. |
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); } }