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 a value towards a desired goal over time.
The value is smoothed by some spring-damper like function, which will never overshoot. The function can be used to smooth any kind of value, positions, colors, scalars.
// Smooth towards the height of the target
var target : Transform;
var smoothTime = 0.3;
private var yVelocity = 0.0;
function Update () {
var newPosition : float = Mathf.SmoothDamp(transform.position.y, target.position.y,
yVelocity, smoothTime);
transform.position = Vector3(transform.position.x, newPosition, transform.position.z);
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Transform target;
public float smoothTime = 0.3F;
private 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);
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public target as Transform
public smoothTime as single = 0.3F
private yVelocity as single = 0.0F
def Update():
newPosition as single = Mathf.SmoothDamp(transform.position.y, target.position.y, yVelocity, smoothTime)
transform.position = Vector3(transform.position.x, newPosition, transform.position.z)