Why MultiAimConstraint doesn’t have a smooth option, it now just aim to target directly
?, you have to smoothly position the target itself, like have a transform that has a script which follows the target smoothly, and then assign the follower to the MultiAimConstraint, That Will do.
No, the target has it’s own moving speed, if it moves a bit faster, i want constrainted object can still rotate smoothly from last frame to current frame to look at target. So i am writing my own LookAtTarget Component.
I think it is better to use the MultiRotationConstraint instead and use the target and current transforms to calculate the rotations using Quaternion.LookRotation(), and then set the target rotation using Quaternion.Slerp(), it is a better option because using animation rigging constraints are much more optimised than making one yourself.