Smooth Mouse Orbit c#

Hey!
I’m new here and I want my mouse orbit to rotate SMOOTH around a target. this is what i have so far… hope you can help! thanks!

using UnityEngine;

using System.Collections;



public class Orbit_New : MonoBehaviour {
	
	public Transform target;
	public float distance= 15f ;
//	public int cameraSpeed= 5 ;

	public float xSpeed= 175.0f;
	public float ySpeed= 75.0f;

	private float lastDist = 0;
//	private float curDist = 0;

	public int yMinLimit= 10; //Lowest vertical angle in respect with the target.
	public int yMaxLimit= 10;

	private float x= 0.0f;
	private float y= 0.0f;

	
	
	
	void Start (){
		
		Vector3 angles= transform.eulerAngles;
		x = angles.y;
		y = angles.x;
		
		
		
		// Make the rigid body not change rotation
		
		if (rigidbody)
			rigidbody.freezeRotation = true;
		
	}
	
	
	
	void Update (){
		if (target && camera) {
			

			
			//Detect mouse drag;
			
			if(Input.GetMouseButton(0)) {

				x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
				y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;	
			}
			
			y = ClampAngle(y, yMinLimit, yMaxLimit);

			Quaternion rotation= Quaternion.Euler(y, x, 0);
			Vector3 vTemp = new Vector3(0.0f, 0.0f, -distance);
			Vector3 position= rotation * vTemp + target.position;
			

			transform.position = Vector3.Lerp (transform.position, position, xSpeed*Time.deltaTime+2);
			transform.rotation = rotation;
			
		}
		
	}
	
	
	
	static float ClampAngle ( float angle , float min , float max ){
		
		if (angle < -360)
			angle += 360;
		
		if (angle > 360)
			angle -= 360;
		
		return Mathf.Clamp (angle, min, max);
		
	}
	
	
	
}

using UnityEngine;
using UnityEngine;
using System.Collections;

 //[AddComponentMenu("Camera-Control/Mouse drag Orbit with zoom")]
 public class rotateonmouse : MonoBehaviour
 {
     public Transform target;
     public float distance = 5.0f;
     public float xSpeed = 120.0f;
     public float ySpeed = 120.0f;
 
     public float yMinLimit = -20f;
     public float yMaxLimit = 80f;
 
     public float distanceMin = .5f;
     public float distanceMax = 15f;
 
     public float smoothTime = 2f;
 
     float rotationYAxis = 0.0f;
     float rotationXAxis = 0.0f;
 
     float velocityX = 0.0f;
     float velocityY = 0.0f;
 
     // Use this for initialization
     void Start()
     {
         Vector3 angles = transform.eulerAngles;
         rotationYAxis = angles.y;
         rotationXAxis = angles.x;
 
         // Make the rigid body not change rotation
         if (rigidbody)
         {
             rigidbody.freezeRotation = true;
         }
     }
 
     void LateUpdate()
     {
         if (target)
         {
             if (Input.GetMouseButton(1))
             {
                 velocityX += xSpeed * Input.GetAxis("Mouse X") * 0.02f;
                 velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
             }
 
             rotationYAxis += velocityX;
             rotationXAxis -= velocityY;
 
             rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
 
             Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
             Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
             Quaternion rotation = toRotation;
             
             
 
            
             Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
             Vector3 position = rotation * negDistance + target.position;
             
             transform.rotation = rotation;
             transform.position = position;
 
             velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
             velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
         }
 
     }
 
     public static float ClampAngle(float angle, float min, float max)
     {
         if (angle < -360F)
             angle += 360F;
         if (angle > 360F)
             angle -= 360F;
         return Mathf.Clamp(angle, min, max);
     }
 }

that should do it

Well what you’re doing appears to be right. To smooth the rotation, you’d do transform.rotation = Quaternion.Slerp(transform.rotation, rotation, 1.0f * Time.deltaTime) The 1.0f can be any number you want. Hope that helps.