static function SmoothDamp (current : Vector3, target : Vector3, ref currentVelocity : Vector3, smoothTime : float, maxSpeed : float = Mathf.Infinity, deltaTime : float = Time.deltaTime) : Vector3
Parameters
Name | Description |
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.
|
Description
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.
var target :
Transform;
var smoothTime = 0.3;
private var velocity =
Vector3.zero;
function Update () {
var targetPosition : Vector3 = target.TransformPoint(Vector3(0, 5, -10));
transform.position =
Vector3.SmoothDamp(transform.position, targetPosition,
velocity, smoothTime);
}
using UnityEngine;
using System.Collections;
public class example :
MonoBehaviour {
public Transform target;
public float smoothTime = 0.3F;
private Vector3 velocity =
Vector3.zero;
void Update() {
Vector3 targetPosition = target.TransformPoint(
new Vector3(0, 5, -10));
transform.position =
Vector3.SmoothDamp(transform.position, targetPosition, ref velocity, smoothTime);
}
}
import UnityEngine
import System.Collections
class example(
MonoBehaviour):
public target as
Transform public smoothTime as single = 0.3F
private velocity as Vector3 =
Vector3.zero def
Update():
targetPosition as Vector3 = target.TransformPoint(Vector3(0, 5, -10))
transform.position =
Vector3.SmoothDamp(transform.position, targetPosition, velocity, smoothTime)