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Vector3.SmoothDamp

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public static function SmoothDamp(current: Vector3, target: Vector3, currentVelocity: Vector3, smoothTime: float, maxSpeed: float = Mathf.Infinity, deltaTime: float = Time.deltaTime): Vector3;
public static Vector3 SmoothDamp(Vector3 current, Vector3 target, Vector3 currentVelocity, float smoothTime, float maxSpeed = Mathf.Infinity, float deltaTime = Time.deltaTime);

Parameters

currentThe current position.
targetThe position we are trying to reach.
currentVelocityThe current velocity, this value is modified by the function every time you call it.
smoothTimeApproximately the time it will take to reach the target. A smaller value will reach the target faster.
maxSpeedOptionally allows you to clamp the maximum speed.
deltaTimeThe time since the last call to this function. By default Time.deltaTime.

Description

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); } }