Search Issue Tracker
Won't Fix
Votes
0
Found in
2019.4
2020.3
2020.3.14f1
2021.1
2021.2
2022.1
Issue ID
1353189
Regression
No
SmoothDamp function does not reach it's target smoothly when smoothTime value is changed before the smoothing ends
Steps to reproduce:
1. Open users attached project
2. Open Smoothing Issue/Press Play scene
3. Enter the Play Mode
4. Observe Cubes movement in the Game View
Expected result: Cube smoothly stops on the left side
Actual result: Cube comes to a solid stop on the left side
Reproducible with: 2019.4.29f1, 2020.3.16f1, 2021.1.17f1, 2021.2.0b7, 2022.1.0a5
Note: Reproducible with both Mathf.SmoothDamp and Vector3.SmoothDamp
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on "The GUID inside 'Assets/asset.png.meta' cannot be extracted by the YAML Parser." when opening the project
- Shadows disappear when looking at a certain angle in Scene view and using Cloud Shadows with Volumetric Clouds
- Tree leafs are not shown in Scene/Game view when using newly created Tree as a Brush on Terrain
- StackOverflowException freezes or silently crashes the Editor
- Microsoft Surface Device freezes when detaching and reattaching physical keyboard attachment to a Microsoft Surface device in Standalone Player for Windows
Resolution Note:
We understand that SmoothDamp doesn't work in that particular case. But since there is a lot of other projects relying on this method to works, changing this behavior could be problematic for those projects.
Unity SmoothDamp method is based on the book Game Programming Gems 4 Chapter 1.10 which has the same behavior and problem as Unity's SmoothDamp.
The best solution we can provide is to write your own version of smooth damp for your project if the one provided by Mathf doesn't work as expected for you.
You can use this code as an example:
public static float SmoothDamp(float current, float target, ref float currentVelocity, float smoothTime, float maxSpeed, float deltaTime)
{
// Based on Game Programming Gems 4 Chapter 1.10
smoothTime = Mathf.Max(0.0001F, smoothTime);
float omega = 2F / smoothTime;
float x = omega * deltaTime;
float exp = 1F / (1F + x + 0.48F * x * x + 0.235F * x * x * x);
float change = current - target;
float originalTo = target;
// Clamp maximum speed
float maxChange = maxSpeed * smoothTime;
change = Mathf.Clamp(change, -maxChange, maxChange);
target = current - change;
float temp = (currentVelocity + omega * change) * deltaTime;
currentVelocity = (currentVelocity - omega * temp) * exp;
float output = target + (change + temp) * exp;
return output;
}