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Vector2.SmoothDamp

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public static function SmoothDamp(current: Vector2, target: Vector2, ref currentVelocity: Vector2, smoothTime: float, maxSpeed: float = Mathf.Infinity, deltaTime: float = Time.deltaTime): Vector2;
public static Vector2 SmoothDamp(Vector2 current, Vector2 target, ref Vector2 currentVelocity, float smoothTime, float maxSpeed = Mathf.Infinity, float deltaTime = Time.deltaTime);
public static function SmoothDamp(current: Vector2, target: Vector2, ref currentVelocity: Vector2, smoothTime: float, maxSpeed: float = Mathf.Infinity, deltaTime: float = Time.deltaTime): Vector2;
public static Vector2 SmoothDamp(Vector2 current, Vector2 target, ref Vector2 currentVelocity, float smoothTime, float maxSpeed = Mathf.Infinity, float deltaTime = Time.deltaTime);
public static function SmoothDamp(current: Vector2, target: Vector2, ref currentVelocity: Vector2, smoothTime: float, maxSpeed: float = Mathf.Infinity, deltaTime: float = Time.deltaTime): Vector2;
public static Vector2 SmoothDamp(Vector2 current, Vector2 target, ref Vector2 currentVelocity, float smoothTime, float maxSpeed = Mathf.Infinity, float deltaTime = Time.deltaTime);

Parameters

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.