Legacy Documentation: Version 5.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Mathf.SmoothStep

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

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); } }