Version: 2018.4
LanguageEnglish
  • C#

Mathf.SmoothDamp

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static float SmoothDamp(float current, float target, ref float 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 value towards a desired goal over time.

The value is smoothed by some spring-damper like function, which will never overshoot. The function can be used to smooth any kind of value, positions, colors, scalars.

using UnityEngine;

public class Example : MonoBehaviour { // Smooth towards the height of the target

Transform target; float smoothTime = 0.3f; float yVelocity = 0.0f;

void Update() { float newPosition = Mathf.SmoothDamp(transform.position.y, target.position.y, ref yVelocity, smoothTime); transform.position = new Vector3(transform.position.x, newPosition, transform.position.z); } }