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 ExampleClass : 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 public class ExampleClass(MonoBehaviour): public target as Transform public smoothTime as float = 0.3F private velocity as Vector3 = Vector3.zero def Update() as void: targetPosition as Vector3 = target.TransformPoint(Vector3(0, 5, -10)) transform.position = Vector3.SmoothDamp(transform.position, targetPosition, , smoothTime)