SmoothDamp(Vector2, Vector2, ref Vector2, float, float, float)
Gradually changes a vector towards a desired goal over time.
Read time 1 minuteLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
SmoothDamp(Vector2, Vector2, Vector2, float, float, float)
public static Vector2 SmoothDamp(Vector2 current, Vector2 target, ref Vector2 currentVelocity, float smoothTime, float maxSpeed, float deltaTime)
Parameters
The current position.
The position we are trying to reach.
The current velocity, this value is modified by the function every time you call it.
Approximately the time it will take to reach the target. A smaller value will reach the target faster.
Optionally allows you to clamp the maximum speed.
The time since the last call to this function. By default Time.deltaTime.
Returns
Type | Description |
|---|---|
| Vector2 | The new position, moved part of the way from |
Remarks
The vector is smoothed by some spring-damper like function, which will never overshoot.
Examples
// Smooth towards the targetusing UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ public Transform target; public float smoothTime = 0.3F; private Vector2 velocity = Vector2.zero; void Update() { // Define a target position above the target transform Vector2 targetPosition = target.TransformPoint(new Vector2(0, 5)); // Smoothly move the camera towards that target position transform.position = Vector2.SmoothDamp(transform.position, targetPosition, ref velocity, smoothTime); }}