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Transform (Smooth)

Interpolates a GameObject's position, rotation and/or scale towards a Target in world-space. This functions much like the Transform Constraint except it is "smoother", meaning it tries to get to the target over time, whereas the regular Transform Constraint is locked to the target 100%.

See the docs for the Transform Constraint first. These docs will only explain the smoothing-related parameters.

Position > Percent
How far this object should travel toward the target each frame. 0.1 will travel 10% each frame.

Rotation > Speed
Controls the amount of orientation per frame. This value will create different results for each interpolation mode.

Rotation > Interpolation Mode
The fastest, but may not look as good as Spherical when rotations are far apart, e.g. turning to face something behind you. This interpolates by finding the shortest straight line between two quaternions. The reason this isn't as nice when rotations are far apart is because a linear path is essentially a shortcut which doesn't care about the spherical nature of a rotation. It will therefore move faster at the mid point around a rotation. if moving only small steps, however, this will work fine

The smoothest result and usually what you want to use (unless you want the speed limited, see below).This interpolates by finding the shortest line along a spherical path between two quaternions. Unlike Linear, no "shortcut" is taken.

Spherical Limited
The same as Spherical but limits the maximum speed of the rotation. This is perfect for mechanical objects like a gun turret or simply to add a threshold when fast super-fast rotations are causing issues with physics, etc. This will still be smooth as it only limits the upper speed of the rotation. It will not force a constant speed.
Position > Scale
How much this object should scale to match the target each frame. 0.1 change the scale by 10% each frame.