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


current 現在位置
target 目的地
currentVelocity 現在の速度。この値は関数が呼び出されるたびに変更されます。
smoothTime target へ到達するまでのおおよその時間。値が小さいほど、target に速く到達します。
maxSpeed オプションとして、最大速度を制限することができます。
deltaTime この関数が最後に呼び出されてからの経過時間。デフォルトは Time.deltaTime 変数。



値はバネとダンパーのような関数で滑らかにされます。関数はどのような種類の値、位置、色、スカラーも滑らかにすることができます。 もっとも一般的な使い方はカメラの追従をスムーズにするために使います。

//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); } }