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 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.
// Smooth towards the target
var target : Transform;
var smoothTime = 0.3;
private var velocity = Vector3.zero;
function Update () {
// Define a target position above and behind the target transform
var targetPosition : Vector3 = target.TransformPoint(Vector3(0, 5, -10));
// Smoothly move the camera towards that target position
transform.position = Vector3.SmoothDamp(transform.position, targetPosition,
velocity, smoothTime);
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Transform target;
public float smoothTime = 0.3F;
private Vector3 velocity = Vector3.zero;
void Update() {
Vector3 targetPosition = target.TransformPoint(new Vector3(0, 5, -10));
transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, smoothTime);
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public target as Transform
public smoothTime as single = 0.3F
private velocity as Vector3 = Vector3.zero
def Update():
targetPosition as Vector3 = target.TransformPoint(Vector3(0, 5, -10))
transform.position = Vector3.SmoothDamp(transform.position, targetPosition, velocity, smoothTime)