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Mathf.SmoothStep

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public static function SmoothStep(from: float, to: float, t: float): float;
public static float SmoothStep(float from, float to, float t);

Parameters

Description

Interpolates between min and max with smoothing at the limits.

This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.

	// Minimum and maximum values for the transition.
	var minimum = 10.0;
	var maximum = 20.0;
	
	// Time taken for the transition.
	var duration = 5.0;
	
	
	private var startTime: float;
	
	
	function Start() {
		// Make a note of the time the script started.
		startTime = Time.time;
	}
	
	
	function Update() {
		// Calculate the fraction of the total duration that has passed.
		var t = (Time.time - startTime) / duration;
	    transform.position = Vector3(Mathf.SmoothStep(minimum, maximum, t), 0, 0);
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public float minimum = 10.0F; public float maximum = 20.0F; public float duration = 5.0F; private float startTime; void Start() { startTime = Time.time; } void Update() { float t = (Time.time - startTime) / duration; transform.position = new Vector3(Mathf.SmoothStep(minimum, maximum, t), 0, 0); } }