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Vector3.SmoothDamp() - smoothTime unit
I have a rolling ball, and when it goes to a certain percentage the camera pans at the same speed of the ball. The problem is the speed. I've searched and couldn't find the unit for smoothTime.
Here's the code I've tried so far:
var dampTime : float = 0.3; //offset from the viewport center to fix damping
private var velocity = Vector3.zero;
var target : Transform;
var player : Transform;
var playerPosScreen : Vector3;
var screenX : int;
var screenZ : int;
var smoothTime = 3;
function Start () {
screenX = (Screen.width * 25) / 100;
screenZ = (Screen.height * 15) / 100;
}
function Update() {
playerPosScreen = Camera.main.WorldToScreenPoint(player.position);
if(playerPosScreen.x < screenX) {
transform.position = Vector3.SmoothDamp(transform.position, transform.position + Vector3.left,
velocity, 1 / player.rigidbody.velocity.x * -1, 30);
}
if(playerPosScreen.x > Screen.width - screenX) {
transform.position = Vector3.SmoothDamp(transform.position, transform.position + Vector3.right,
velocity, 1 / player.rigidbody.velocity.x, 30);
}
if(playerPosScreen.y < screenZ) {
transform.position = Vector3.SmoothDamp(transform.position, transform.position + Vector3.back,
velocity, 1 / player.rigidbody.velocity.z , 30);
}
if(playerPosScreen.y > Screen.height - screenZ) {
transform.position = Vector3.SmoothDamp(transform.position, transform.position + Vector3.forward,
velocity, 1 / player.rigidbody.velocity.z * -1, 30);
}
}
This was working with little problems, but the up/down went at a really slow speed. I thought that I could increase the 1.0, but then it'd be an arbitrary number and it wouldn't be all-phone compatible and I'd have to test my games on every device I can use within a googolplex meter radius, etc. Any suggestions?
Thanks in advance.
Have you tried basing this speed on the Screen.width/Screen.height and the resolution ratio?
I did, but I had no idea what I was doing. I was dividing and multiplying what made sense to me and it didn't really work.
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