Springs

A base class for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.

Springs Utility

A collection of critically damped spring functions for smooth, controlled blending between current and target values. Springs are ideal for camera follow, UI animations, procedural motion, and any system that needs to track a moving target without oscillation.

Supports float, AZ::Vector2, AZ::Vector3, and AZ::Quaternion data types.

When to Use

  • Camera smoothing — Follow a target position/rotation without jitter
  • UI animation — Smoothly move UI elements to new positions
  • Procedural motion — Smooth velocity changes, weapon sway, head bob
  • Value blending — Smoothly interpolate any numeric value toward a target

Available Springs

SpringDescription
SimpleSpringBasic critically damped spring. Good for most smoothing needs.
AccelerationSpringSpring with acceleration control. Good for smooth starts.
DoubleSpringTwo-pass spring for extra-smooth results. Good for camera follow.
TimedSpringSpring that reaches the target in a specified time. Good for UI transitions.
VelocitySpringSpring with explicit velocity tracking. Good for physics-driven motion.
QuaternionSpringRotation-specific spring. Good for camera and character rotation smoothing.