Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

Mathf.SmoothStep

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Declaration

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

Parameters

from The start of the range.
to The end of the range.
t The interpolation value between the from and to range limits.

Returns

float The interpolated float result between from and to.

Description

Interpolates between from and to with smoothing at the limits.

This function interpolates between from and to 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.

The parameter t is clamped to the range [0, 1].

using UnityEngine;

public class Example : MonoBehaviour { // Minimum and maximum values for the transition. float minimum = 10.0f; float maximum = 20.0f;

// Time taken for the transition. float duration = 5.0f;

float startTime;

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

void Update() { // Calculate the fraction of the total duration that has passed. float t = (Time.time - startTime) / duration; transform.position = new Vector3(Mathf.SmoothStep(minimum, maximum, t), 0, 0); } }