Smoothing.SmoothTo Method
Definition
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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
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
Smoothed value