Describe the project you are working on:
3D racing game
Describe the problem or limitation you are having in your project:
That builtin camera smoothing doesn't exist 🤷♂️
Describe the feature / enhancement and how it helps to overcome the problem or limitation:
Adding smoothing to camera 3D would add a easy way to implement an extremely common feature.
Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:

If this enhancement will not be used often, can it be worked around with a few lines of script?:
I would use it in any 3D project I would ever create
Is there a reason why this should be core and not an add-on in the asset library?:
Maybe there's some technical limitation? Let me know!
Maybe there's some technical limitation? Let me know!
It's not about technical limitations. It's just that 3D camera smoothing is a much more complex topic than 2D camera smoothing (due to additional rotation axes and different game-specific needs).
If this is ever implemented, we'll probably need several properties to control smoothing (translation smoothing, rotation smoothing, ...).
Apart from the complexity, I think this is a great feature request. We could also incorporate positional limits.
Yay, GitHub issues are finally resolved so I can send this message
@nathanfranke I guess you meant translational limits but all in all this is a good feature proposal
with this we could also add things like min and max angle of rotation on different axes this should fix the problem that I commonly see on YouTube videos where you have you have to clamp the camera or create a new gimbal script for FPS games so that your camera doesn't turn over but I don't know to what extent how needed this feature will be
Although it's not necessarily a catch-all solution since many FPS games would attach the camera to a player model, so limiting the camera angle wouldn't prevent the player head (parent of the camera) from looking down and backwards.
@nathanfranke I guess the camera could have a parameter called lock_globally == true which means the player could rotate but the Camera would not, but if the value of lock_globally is false then rotate with the FPS .Am not really sure if this makes sense
Or we could just stick to using clamp since it's just a few lines of code that can't be a problem for anyone to write except maybe beginners
We shouldn't bother making everything complicated when a single clamp would fix it. However, we should still implement the translation limits. I am not sure about rotations.
Yeah the translation limits are good since there is a very simple way around rotation
Most helpful comment
Apart from the complexity, I think this is a great feature request. We could also incorporate positional limits.
Yay, GitHub issues are finally resolved so I can send this message