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


current 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 a vector towards a desired goal over time.

The vector is smoothed by some spring-damper like function, which will never overshoot. The most common use is for smoothing a follow camera.

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); } }