Mathf.SmoothDampAngle Manual     Reference     Scripting  
Scripting > Runtime Classes > Mathf

static function SmoothDampAngle (current : float, target : float, ref currentVelocity : float, smoothTime : float, maxSpeed : float = Mathf.Infinity, deltaTime : float = Time.deltaTime) : float


Based on Game Programming Gems 4 Chapter 1.10

Gradually changes an angle given in degrees towards a desired goal angle over time. The value is smoothed by some spring-damper like function. The function can be used to smooth any kind of value, positions, colors, scalars. The most common use is for smoothing a follow camera.

current is the current position. target is the position we are trying to reach. currentVelocity is the current velocity, this value is modified by the function every time you call it. smoothTime is 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 is the time since the last call to this function. By default Time.deltaTime.

// A simple smooth follow camera,
// that follows the targets forward direction
var target : Transform;
var smooth = 0.3;
var distance = 5.0;
private var yVelocity = 0.0;

function Update () {
// Damp angle from current y-angle towards target y-angle
var yAngle = Mathf.SmoothDampAngle(transform.eulerAngles.y,
target.eulerAngles.y, yVelocity, smooth);
// Position at the target
var position = target.position;
// Then offset by distance behind the new angle
position += Quaternion.Euler(0, angle, 0) * Vector3 (0, 0, -distance);
// Apply the position
transform.position = position;

// Look at the target