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);
}