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Question by iMamo · Nov 14, 2016 at 07:35 AM · cameracamera-movementcamera-lookcamera followsmoothfollow

Camera smooth follow behaviour

Hello everybody, I am struggling to get a camera to smoothly follow a transform, I hope you can help me!

My current setup is that I have a dummy empty GameObject called CameraPosition following the transform, without any damping applied. Then, I have a Camera GameObject which tries to match CameraPosition's transform, while smoothing out its movement. This is what I got:

 using UnityEngine;
 
 public class PositionFollower : MonoBehaviour
 {
     [SerializeField] private Transform Target;
     [SerializeField] private float Speed = 10;
 
     protected virtual void Update()
     {
         transform.position = Vector3.Lerp(transform.position, Target.position, Speed * Time.deltaTime);
         transform.rotation = Quaternion.Slerp(transform.rotation, Target.rotation, Speed * Time.deltaTime);
     }
 }

Smoothing kind of works, but not really how I want: movement only smoothes out. If I were to plot a graph with time on the x-axis, and speed on the y-axis, I would get:

Graph of my result

What I want is however something like this (both the red and orange graph are OK for me; also notice that speed reaches 0 again after exactly D units of time):

alt text

TL;DR: I'd like Object1 to follow Object2, smoothing movement in and out, and I want Object1 to take no more and no less that D seconds to reach Object2 every time it moves. How can I accomplish this?

graph.png (21.3 kB)
graph-2.png (26.8 kB)
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