{ "FormatVersion": 3, "Id": "9757618d-e72a-4507-8352-6f824b56cc58"/*DampAngle*/, "Description": "Damps (i.e. smoothens or filters) an incoming float value. Avoids flips when jumping from 359 to 0 degrees.\n\nOther damping functions: [Damp], [DampVec2], [DampVec3] and [DampFloatList].", "SymbolTags": "8", "InputUis": [ { "InputId": "0ff04a75-2f3b-4a80-80cb-e1c04cdadcfd"/*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": "49366f9d-0d85-4e87-ae54-6f048b1dc4b0"/*Value*/, "Relevancy": "Required", "Position": { "X": 36.0, "Y": 334.0 }, "Description": "Input value to be dampened." }, { "InputId": "4b131e85-8c5f-410a-b91c-cfd87a613231"/*Method*/, "Position": { "X": 36.0, "Y": 424.0 }, "Description": "0: 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\n1: DampedSpring. 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": "eedfea53-3e92-455a-ab40-5d7660d0a837"/*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": "bdc667e1-2557-4f66-aeb3-d9deccb888f9"/*Result*/, "Position": { "X": 133.0, "Y": 38.0 } } ] }