Yes/No thread… Let’s stick one in the Google cache?
People talk like SmoothDamp reaches it’s target. That’s not what I am seeing. I’m seeing something like a tangent in the simplest use case.
using UnityEngine;
using System.Collections;
public class smoothdamptest : MonoBehaviour {
public float velocity = 0.0F;
public float test = 0;
void Update () {
//public static float SmoothDamp(float current, float target, ref float currentVelocity, float smoothTime);
test = Mathf.SmoothDamp(test, 10, ref velocity, 1.0F);
Debug.Log (test);
}
}
Mathf.SmoothDamp does not reach it’s target. You will need to set a threshold any time you want a variable adjusted by Mathf.SmoothDamp to actually stop moving (before reaching the point at which it the float type is full). Is my understanding correct?