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Mathf.SmoothStep

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public static method SmoothStep(from: float, to: float, t: float): float;
public static float SmoothStep(float from, float to, float t);

Description

Interpolates between min and max with smoothing at the limits.

This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.

// Minimum and maximum values for the transition.
var minimum = 10.0;
var maximum = 20.0;

// Time taken for the transition. var duration = 5.0;

private var startTime: float;

function Start() { // Make a note of the time the script started. startTime = Time.time; }

function Update() { // Calculate the fraction of the total duration that has passed. var t = (Time.time - startTime) / duration; transform.position = Vector3(Mathf.SmoothStep(minimum, maximum, t), 0, 0); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public float minimum = 10.0F; public float maximum = 20.0F; public float duration = 5.0F; private float startTime; void Start() { startTime = Time.time; } void Update() { float t = (Time.time - startTime) / duration; transform.position = new Vector3(Mathf.SmoothStep(minimum, maximum, t), 0, 0); } }

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