Legacy Documentation: Version 2018.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Keyframe.outWeight

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var outWeight: float;
public float outWeight;

Description

Sets the outgoing weight for this key. The outgoing weight affects the slope of the curve from this key to the next key.

The weight is a value between 0 and 1. Set weightedMode to WeightedMode.Out or WeightedMode.Both to include weight when calculating the slope of the outgoing curve.

See Also: inWeight.

#pragma strict
public class KeyFrameWeightExample extends MonoBehaviour {
	var animCurve: AnimationCurve = null;
	function Start() {
		var ks: Keyframe[] = new Keyframe[3];
		ks[0] = new Keyframe(0, 0);
		ks[0].weightedMode = WeightedMode.Out;
		ks[0].outWeight = 0.5f;
		ks[1] = new Keyframe(4, 0);
		ks[1].weightedMode = WeightedMode.Out;
		ks[1].outWeight = 0f;
		// Zero weight.  The segment will be linear if next keyframe inWeight is also zero.
		ks[2] = new Keyframe(6, 0);
		ks[2].weightedMode = WeightedMode.Out;
		ks[2].outWeight = 1f / 3f;
		// 1/3 is the default weight in WeightedMode.None weightedMode.
		animCurve = new AnimationCurve(ks);
	}
	function Update() {
		if (animCurve != null)
			transform.position = new Vector3(Time.time, animCurve.Evaluate(Time.time), 0);
	}
}
using UnityEngine;

public class KeyFrameWeightExample : MonoBehaviour { AnimationCurve animCurve = null;

void Start() { Keyframe[] ks = new Keyframe[3];

ks[0] = new Keyframe(0, 0); ks[0].weightedMode = WeightedMode.Out; ks[0].outWeight = 0.5f;

ks[1] = new Keyframe(4, 0); ks[1].weightedMode = WeightedMode.Out; ks[1].outWeight = 0f; // Zero weight. The segment will be linear if next keyframe inWeight is also zero.

ks[2] = new Keyframe(6, 0); ks[2].weightedMode = WeightedMode.Out; ks[2].outWeight = 1f / 3f; // 1/3 is the default weight in WeightedMode.None weightedMode.

animCurve = new AnimationCurve(ks); }

void Update() { if (animCurve != null) transform.position = new Vector3(Time.time, animCurve.Evaluate(Time.time), 0); } }

Did you find this page useful? Please give it a rating: