

Inside the editor, we can add keyframes wherever we like and mess with the shape of the curve by selecting one of the keyframe control points and moving the handles that appear either side of it. We’re not restricted to the types of curve provided by Unity. In code, you must set the preWrapMode or postWrapMode variable values for the AnimationCurve to the desired WrapMode.ĪnimCurve. You can modify the WrapMode behaviour for both endpoints individually in-editor by selecting the small cog dropdown icon that appears next to each endpoint keyframe and selecting the appropriate option. WrapMode.Default is code-only and seems to break the behaviour of AnimationCurve and Evaluate, so I would recommend against using it in this context.

WrapMode.PingPong also copies the curve infinitely past its bounds, but it mirrors the curve shape on the time axis every other instance.WrapMode.Loop copies the curve infinitely, so calling Evaluate with a timestamp just past the end of the curve returns the value of the curve just at its start.

#Slerp vector code unity to specific algle update#
It’s useful to use Lerp to control the change of a value over time in Update or in a coroutine. The important take-away is that the first two parameters to a Lerp function are values we are interpolating between and the third is always a float between 0 and 1. See the Unity documentation for more information. Lerping between two materials – ideally two that use the same shaders and textures – returns a new material where all numbers and vectors are interpolated accordingly. We’ll discuss quaternions in a later section, leaving only materials. On the colour gradient above, the left and right edges represent col1 and col2 respectively and the black dot marks 75% of the way between the two where the output colour lies.
