|
Name | Description |
---|---|
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 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.
// A simple smooth follow camera,
// that follows the targets forward direction
var target : Transform;
var smooth = 0.3;
var distance = 5.0;
private var yVelocity = 0.0;
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) * Vector3 (0, 0, -distance);
// Apply the position
transform.position = position;
// Look at the target
transform.LookAt(target);
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Transform target;
public float smooth = 0.3F;
public float distance = 5.0F;
private float yVelocity = 0.0F;
void Update() {
float yAngle = Mathf.SmoothDampAngle(transform.eulerAngles.y, target.eulerAngles.y, ref yVelocity, smooth);
Vector3 position = target.position;
position += Quaternion.Euler(0, yAngle, 0) * new Vector3(0, 0, -distance);
transform.position = position;
transform.LookAt(target);
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public target as Transform
public smooth as single = 0.3F
public distance as single = 5.0F
private yVelocity as single = 0.0F
def Update():
yAngle as single = Mathf.SmoothDampAngle(transform.eulerAngles.y, target.eulerAngles.y, yVelocity, smooth)
position as Vector3 = target.position
position += (Quaternion.Euler(0, yAngle, 0) * Vector3(0, 0, -distance))
transform.position = position
transform.LookAt(target)