transform.position =
objetivo.position + offset;
transform.position =
Vector3.Lerp(
transform.position,
objetivo.position + offset,
suavizado * Time.deltaTime
);
transform.position =
Vector3.SmoothDamp(
transform.position,
objetivo.position + offset,
ref velocidadActual,
tiempoSuavizado
);
Vector3.Lerp(...)
Vector3.SmoothDamp(...)