Legacy Documentation: Version 5.2
LanguageEnglish
  • C#
  • JS

Script language

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

AnimationUtility.SetEditorCurve

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

Sumbission failed

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

Close

Cancel

Switch to Manual
public static function SetEditorCurve(clip: AnimationClip, binding: EditorCurveBinding, curve: AnimationCurve): void;
public static void SetEditorCurve(AnimationClip clip, EditorCurveBinding binding, AnimationCurve curve);

Parameters

clip The animation clip to which the curve will be added.
binding The bindings which defines the path and the property of the curve.
curve The curve to add. Setting this to null will remove the curve.

Description

Adds, modifies or removes an editor float curve in a given clip.

Unity automatic combines position curves, scale curves, rotation curves internally. Thus transform curves always get combined and their keyframes is always the union of all keyframe points. In the Editor AnimationClip's let you specify special editor curves which do not get combined, thus it lets the user edit curves in a more intuitive way.

Unity has two types of animation: Float and object reference. Float curve is a classic curve that animates float property over time. Object reference "curve" is a construct that animates object reference property over time.

This method is used for float curves. For object reference curves, see: AnimationUtility.SetObjectReferenceCurve.