time | Keyframe.time of the Keyframe. |
value | Keyframe.value of the Keyframe. |
Creates a keyframe with a Keyframe.weightedMode defaulting to WeightedMode.None.
using UnityEngine;
public class Example : MonoBehaviour { // Make a GameObject follow a sine function. // Over the X and Y axis.
AnimationCurve anim; Keyframe[] ks;
void Start() { ks = new Keyframe[50]; for (var i = 0; i < ks.Length; i++) { ks[i] = new Keyframe(i, Mathf.Sin(i)); } anim = new AnimationCurve(ks); }
void Update() { transform.position = new Vector3(Time.time, anim.Evaluate(Time.time), 0); } }
time | Keyframe.time of the Keyframe. |
value | Keyframe.value of the Keyframe. |
inTangent | Keyframe.inTangent value for this Keyframe. |
outTangent | Keyframe.outTangent value for this Keyframe. |
Creates a keyframe with a Keyframe.weightedMode defaulting to WeightedMode.None.
using UnityEngine;
public class Example : MonoBehaviour { // Make a GameObject follow a sine function. // Over the X and Y axis.
AnimationCurve anim; Keyframe[] ks;
void Start() { ks = new Keyframe[50]; for (var i = 0; i < ks.Length; i++) { ks[i] = new Keyframe(i, Mathf.Sin(i), 90f, 90f); } anim = new AnimationCurve(ks); }
void Update() { transform.position = new Vector3(Time.time, anim.Evaluate(Time.time), 0); } }
time | Keyframe.time of the Keyframe. |
value | Keyframe.value of the Keyframe. |
inTangent | Keyframe.inTangent value for this Keyframe. |
outTangent | Keyframe.outTangent value for this Keyframe. |
inWeight | Keyframe.inWeight value for this Keyframe. |
outWeight | Keyframe.outWeight value for this Keyframe. |
Creates a keyframe with a Keyframe.weightedMode defaulting to WeightedMode.Both.
using UnityEngine;
public class Example : MonoBehaviour { // Make a GameObject follow a sine function. // Over the X and Y axis.
AnimationCurve anim; Keyframe[] ks;
void Start() { ks = new Keyframe[50]; for (var i = 0; i < ks.Length; i++) { ks[i] = new Keyframe(i, Mathf.Sin(i), 0f, 0f, 0f, 0f); } anim = new AnimationCurve(ks); }
void Update() { transform.position = new Vector3(Time.time, anim.Evaluate(Time.time), 0f); } }