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


current 現在の位置
target 目的地として向かう位置
currentVelocity 現在の速度。この値は関数が呼び出されるごとに変更されていきます
smoothTime 目的地に到達するのにかかる時間。値が小さいほど早く目的地に到達します
maxSpeed 最高速度
deltaTime この関数を呼び出してからの経過時間。デフォルトでは Update 関数内で実行されるのを考慮して Time.deltaTime



ベクトルはスプリングとダンパーのような機能によってスムーズ化されるので目的地を行き過ぎてしまうことはありません。 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。

	// Smooth towards the target

var target : Transform; var smoothTime = 0.3; private var velocity =; 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 =; void Update() { Vector3 targetPosition = target.TransformPoint(new Vector3(0, 5, -10)); transform.position = Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, smoothTime); } }