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Closecurrent | 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 an angle given in degrees towards a desired goal angle over time.
The value is smoothed by some spring-damper like function. The function can be used to smooth any kind of value, positions, colors, scalars. The most common use is for smoothing a follow camera.
// A simple smooth follow camera, // that follows the targets forward direction
var target : Transform; var smooth = 0.3; var distance = 5.0; private var yVelocity = 0.0; function Update () { // Damp angle from current y-angle towards target y-angle var yAngle : float = Mathf.SmoothDampAngle(transform.eulerAngles.y, target.eulerAngles.y, yVelocity, smooth); // Position at the target var position : Vector3 = target.position; // Then offset by distance behind the new angle position += Quaternion.Euler(0, yAngle, 0) * Vector3 (0, 0, -distance); // Apply the position transform.position = position;
// Look at the target transform.LookAt(target); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Transform target; public float smooth = 0.3F; public float distance = 5.0F; private float yVelocity = 0.0F; void Update() { float yAngle = Mathf.SmoothDampAngle(transform.eulerAngles.y, target.eulerAngles.y, ref yVelocity, smooth); Vector3 position = target.position; position += Quaternion.Euler(0, yAngle, 0) * new Vector3(0, 0, -distance); transform.position = position; transform.LookAt(target); } }