• Behlül Kuran

    if you look cerefully to inertial damp and simplify it. that is the simple form of code:
    “return previousValue – (previousValue – targetValue) * Time.deltaTime / smoothTime ”

    this have very similar resuts with wrong lerp usage like this
    targetValue = Lerp(currentValue, targetValue, Time.Delta / smoothTime);

    • Hi! Yes, you are absolutely right. InertialDamp and “wrong Lerp usage” return the same result. This also shows that this way of using Lerp function results with first order dynamics. Thanks for a good insight!