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Unity Engine


SmoothDampAngle(float, float, ref float, float, float, float)

Gradually changes an angle given in degrees towards a desired goal angle over time.
Read time 2 minutesLast updated 5 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

SmoothDampAngle(float, float, float, float, float, float)

public static float SmoothDampAngle(float current, float target, ref float currentVelocity, float smoothTime, float maxSpeed, float deltaTime)

Parameters

current

The current position.

target

The target position.

currentVelocity

The current velocity. This method modifies the currentVelocity every time the method is called.

smoothTime

The approximate time it takes to reach the target position. The lower the value the faster this method reaches the target. The minimum value is 0.0001. If a lower value is specified, it is automatically clamped to this minimum value.

maxSpeed

Use this optional parameter to specify a maximum speed. By default, the maximum speed is set to infinity.

deltaTime

The time since this method was last called. By default, this is set to
Time.deltaTime
.

Returns

Type

Description

float

Remarks

This method smoothes the value with a spring-damper like algorithm that never overshoots the target value. This algorithm is based on Game Programming Gems 4, Chapter 1.10.
Note: This method attempts to avoid overshooting the target value. When deltaTime is 0.0f, this yields NaN for the currentVelocity. If you call back with a currentVelocity of NaN, this method returns a NaN.

Examples

using UnityEngine;public class Example : MonoBehaviour{ //A simple smooth follow camera, // that follows the targets forward direction Transform target; float smooth = 0.3f; float distance = 5.0f; float yVelocity = 0.0f; void Update() { // Damp angle from current y-angle towards target y-angle float yAngle = Mathf.SmoothDampAngle(transform.eulerAngles.y, target.eulerAngles.y, ref yVelocity, smooth); // Position at the target Vector3 position = target.position; // Then offset by distance behind the new angle position += Quaternion.Euler(0, yAngle, 0) * new Vector3(0, 0, -distance); // Apply the position transform.position = position; // Look at the target transform.LookAt(target); }}