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I stumbled upon this perform that lerp in direction of a transferring goal with exponential correction which works very well. The unique writer talked about integrating the goal place. Can anybody clarify how this works in mathematical phrases? How would I implement this for Quaternion?
Vector3 SuperSmoothLerp(Vector3 x0, Vector3 y0, Vector3 yt, float t, float okay)
{
Vector3 f = x0 - y0 + (yt - y0) / (okay * t);
return yt - (yt - y0) / (okay*t) + f * Mathf.Exp(-k*t);
}
Unique put up (by George Foot):
https://discussion board.unity.com/threads/how-to-smooth-damp-towards-a-moving-target-without-causing-jitter-in-the-movement.130920/
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