{ "FormatVersion": 3, "Id": "af9c5db8-7144-4164-b605-b287aaf71bf6"/*Damp*/, "Description": "Damps (i.e. smoothens or filters) an incoming float value.\n\nSee also: [DampVec2], [DampVec3] and [DampFloatList].", "SymbolTags": "1", "InputUis": [ { "InputId": "76d52df1-597e-4429-9916-13e6e0d93248"/*Method*/, "Position": { "X": 36.0, "Y": 424.0 }, "Description": "LinearInterpolation: Linear interpolate between the current and target value by the damping amount. Set Damping to 0 for no damping, and to 1 to freeze the current value (and never reach the target).\n\nDampedSpring: Uses a \"critically damped spring\" to provide very smooth interpolation that will never overshoot. For reference, this method is used by Unity's SmoothDamp method." }, { "InputId": "795aca79-dd10-4f28-a290-a30e7b27b436"/*Value*/, "Relevancy": "Required", "Position": { "X": 36.0, "Y": 334.0 }, "Description": "Input value to be dampened." }, { "InputId": "8909933c-79a8-4127-987b-7b23940a0052"/*UseAppRunTime*/, "Position": { "X": 36.0, "Y": 469.0 }, "Description": "Advanced setting. Checking this box will cause the damping calculations to use RunTime instead of FxTime for their timing. This means the damping shape/speed will not be affected by any changes you might make to playback speed (such as pausing or reversing the timeline)." }, { "InputId": "f29d5426-5e31-4c7c-be77-5e45bfb9daa9"/*Damping*/, "Position": { "X": 36.0, "Y": 379.0 }, "Description": "Amount of damping to apply.\nThe ideal setting for this depends on the range of the input values: Generally, lower damping works better with very large changes in value.", "Min": 0.0, "Max": 1.0, "ClampMin": true, "ClampMax": true } ], "SymbolChildUis": [], "OutputUis": [ { "OutputId": "aacea92a-c166-46dc-b775-d28baf9820f5"/*Result*/, "Position": { "X": 133.0, "Y": 38.0 } } ] }