Can anyone figure out how to add a smooth rotation to my mouse orbit script. I’d be most grateful! 
#pragma strict
#pragma implicit
#pragma downcast
var target : Transform;
var layermask : LayerMask;
var distance = 25.0;
var damping : float = 6.0;
var xSpeed = 120.0;
var ySpeed = 120.0;
var yMinLimit = -10;
var yMaxLimit = 75;
private var x = 0.0;
private var y = 0.0;
@script AddComponentMenu("Camera-Control/Mouse Orbit")
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
function LateUpdate () {
if (target){
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
y = ClampAngle(y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 0.0, -distance) + target.position;
transform.rotation = rotation;
transform.position = position;
}
var hit : RaycastHit;
if(Physics.Linecast(target.position, transform.position,hit,layermask)){
var tempDistance = Vector3.Distance(target.position,hit.point);
position = rotation * Vector3(0.0, 0.0, -tempDistance) + target.position;
transform.position = position;
}
}
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
SOLVED: The mouse rotation 3rd person camera script with smooth rotation and collision. 
#pragma strict
#pragma implicit
#pragma downcast
var target : Transform;
var layermask : LayerMask;
var distance = 25.0;
var damping : float = 6.0;
var xSpeed = 120.0;
var ySpeed = 120.0;
var yMinLimit = -10;
var yMaxLimit = 75;
private var x = 0.0;
private var y = 0.0;
var smoothTime = 0.3;
private var xSmooth = 0.0;
private var ySmooth = 0.0;
private var xVelocity = 0.0;
private var yVelocity = 0.0;
private var posSmooth = Vector3.zero;
private var posVelocity = Vector3.zero;
@script AddComponentMenu("Camera-Control/Mouse Orbit")
function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
function LateUpdate () {
if (target){
x += Input.GetAxis("Mouse X") * xSpeed * 0.02;
y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02;
xSmooth = Mathf.SmoothDamp(xSmooth, x, xVelocity, smoothTime);
ySmooth = Mathf.SmoothDamp(ySmooth, y, yVelocity, smoothTime);
ySmooth = ClampAngle(ySmooth, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler(ySmooth, xSmooth, 0);
// posSmooth = Vector3.SmoothDamp(posSmooth,target.position,posVelocity,smoothTime);
posSmooth = target.position; // no follow smoothing
transform.rotation = rotation;
transform.position = rotation * Vector3(0.0, 0.0, -distance) + posSmooth;
}
var hit : RaycastHit;
if(Physics.Linecast(target.position, transform.position,hit,layermask)){
var tempDistance = Vector3.Distance(target.position,hit.point);
position = rotation * Vector3(0.0, 0.0, -tempDistance) + target.position;
transform.position = position;
}
}
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
add this to the script because if you move your mouse up or don oo much making the y go too high or low, it will tkae a while for it to come back to where it’ll move.
if(y > yMaxLimit)
y = yMaxLimit;
if(y < yMinLimit)
y = yMinLimit;