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Smoothing.SmoothTo Method

Definition

Overloads

Name Description
SmoothTo(Single, Single, Single, Single)

Smooths from source to goal, provided lerptime and a deltaTime.

SmoothTo(Quaternion, Quaternion, Single, Single)

Smooths from source to goal, provided slerptime and a deltaTime.

SmoothTo(Vector3, Vector3, Single, Single)

Smooths from source to goal, provided lerptime and a deltaTime.

SmoothTo(Single, Single, Single, Single)

Smooths from source to goal, provided lerptime and a deltaTime.

public static float SmoothTo(float source, float goal, float lerpTime, float deltaTime);
static member SmoothTo : single * single * single * single -> single
Public Shared Function SmoothTo (source As Single, goal As Single, lerpTime As Single, deltaTime As Single) As Single

Parameters

source
Single

Current value

goal
Single

"goal" value which will be lerped to

lerpTime
Single

Smoothing/lerp amount. Smoothing of 0 means no smoothing, and max value means no change at all.

deltaTime
Single

Delta time. Usually would be set to Time.deltaTime

Returns

Smoothed value

Applies to

SmoothTo(Quaternion, Quaternion, Single, Single)

Smooths from source to goal, provided slerptime and a deltaTime.

public static UnityEngine.Quaternion SmoothTo(UnityEngine.Quaternion source, UnityEngine.Quaternion goal, float slerpTime, float deltaTime);
static member SmoothTo : UnityEngine.Quaternion * UnityEngine.Quaternion * single * single -> UnityEngine.Quaternion
Public Shared Function SmoothTo (source As Quaternion, goal As Quaternion, slerpTime As Single, deltaTime As Single) As Quaternion

Parameters

source
UnityEngine.Quaternion

Current value

goal
UnityEngine.Quaternion

"goal" value which will be lerped to

slerpTime
Single

Smoothing/lerp amount. Smoothing of 0 means no smoothing, and max value means no change at all.

deltaTime
Single

Delta time. Usually would be set to Time.deltaTime

Returns

UnityEngine.Quaternion

Smoothed value

Applies to

SmoothTo(Vector3, Vector3, Single, Single)

Smooths from source to goal, provided lerptime and a deltaTime.

public static UnityEngine.Vector3 SmoothTo(UnityEngine.Vector3 source, UnityEngine.Vector3 goal, float lerpTime, float deltaTime);
static member SmoothTo : UnityEngine.Vector3 * UnityEngine.Vector3 * single * single -> UnityEngine.Vector3
Public Shared Function SmoothTo (source As Vector3, goal As Vector3, lerpTime As Single, deltaTime As Single) As Vector3

Parameters

source
UnityEngine.Vector3

Current value

goal
UnityEngine.Vector3

"goal" value which will be lerped to

lerpTime
Single

Smoothing/lerp amount. Smoothing of 0 means no smoothing, and max value means no change at all.

deltaTime
Single

Delta time. Usually would be set to Time.deltaTime

Returns

UnityEngine.Vector3

Smoothed value

Applies to