🧰
Developer
  • ENGAGE SDK overview
  • Setting up the ENGAGE SDK
    • Registering as an ENGAGE developer
    • Setting up your local git repository
    • Installing the Unity Editor
    • Opening the ENGAGE SDK Unity project
    • Checking for SDK updates
    • Installing a platform build module
  • ENGAGE SDK project folders
  • General guidelines for 3D models
    • Optimizing 3D models
  • Locations
    • Guidelines for locations
    • Creating a new location
    • Building a location bundle
    • Testing a location locally on Windows
    • Configuring an object as a teleport target
    • Configuring the start position
    • Seats
      • Creating a seat
      • Using the summon to seat system
    • Network states
      • Network State Manager
      • Location Network States
      • Example network state configurations
        • Network state toggle object
        • Network state animation start/stop
        • Network state change animation
          • Creating an animation in Unity
          • Using Animator.Play(string)
          • Defining Animator transitions
          • Using Animator.SetTrigger(string)
        • Network state sync animation
        • Network state position toggle
        • Network state automatic door
        • Network state toggle skybox
        • Network state change materials
    • Adding grabable objects to a location
      • Resetting network objects with a button
      • Resetting network objects when out of bounds
    • Locations reference information
      • Basic requirements for a location
  • Immersive Effects (IFX)
    • Guidelines for IFX
    • Creating an IFX
    • Building an IFX bundle
    • Testing IFX locally on Windows
    • Specialized IFX
      • Animated IFX
        • Animation overrides
          • Legacy animations
          • Animator animations
          • Configuring additional Effect Life Run Control properties
      • Audio IFX
      • Interactive IFX
  • List of available prefabs
  • Available scripts
    • External Video Player
  • Profiling
  • Publishing to ENGAGE
    • Publishing checklists
    • Pushing files to your GitHub repository
  • AFX
    • Getting started
      • Changelog
    • AFX Graphs
      • Creating an AFX graph
      • Editing an AFX graph
      • Navigation and keyboard shortcuts
      • Adding an AFX graph to a game object
      • Nodes
      • Ports
      • Connections
      • Flows
        • Starting a flow
        • Using multiple flows
        • Chaining flows
        • Controlling flows
      • References
      • Using AFX Events
    • Networking AFX
      • Network State Modules
      • Ownership of networked objects
    • Animation curves
    • Node dictionary
      • ENGAGE
        • AFX Companion
          • Constant Collision
          • Grab Object
          • PathData
        • Networking
          • Network State Modules
        • Physics
        • Player
        • Seat
      • Events
        • Collision
        • Unity
        • AFX Events
      • Flow
      • Reference
      • Unity
        • Component
          • Animation
            • Set Parameters
          • Audio
            • Audio Reverb Zone
            • Audio Source
          • Collider
          • FX
          • Rendering
            • Camera
            • Light
            • Material
          • UI
        • Constraint
        • GameObject
        • Input
        • Physics
          • Raycast
            • Layer Mask
          • RigidBody
            • Joint
              • Hinge
              • Spring
          • Wheel Collider
        • Time
        • Transform
          • Get
          • Set
          • Space Switching
      • Variable
        • Bool
        • Comparison
        • Float
        • Int
        • List
        • Math
          • MathF
        • String
        • Unity Component
        • Vector
          • Quaternion
          • Vector2
          • Vector 3
            • Vector3 Math
    • Sample graphs
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On this page
  • Using the Animation Curve node
  • Choosing a preset curve
  • Saving a curve as a preset
  • Adjusting keys on a curve
  • Adding a key to a curve
  • Changing behavior outside of X bounds
  • Accessing values from an animation curve
  1. AFX

Animation curves

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Last updated 7 months ago

You can use animation curve nodes to create a two-dimensional graph that describes a changing value. The most common use is to describe how a value changes over time.

For example, you could graph how an object's velocity should change over time - describing it's acceleration or deceleration behavior. Another example could be to graph the changing rate of particle emissions over time when simulating a firework.

Using the Animation Curve node

Use the animation curve node to define a two-dimensional graph for an animation curve.

  • To edit the curve, select the thumbnail rectangle. This is initially a blank gray rectangle, but will show a preview of the graph.

Choosing a preset curve

  • To load a preset curve, select a thumbnail at the bottom of the animation curve editor panel. If the preset that you want to use is not visible, select the cog icon to open the presets panel.

Saving a curve as a preset

To save a curve as a preset, complete the following steps:

  1. In the animation curve editor, create the curve that you want to save as a preset.

  2. In the lower-left corner of the animation curve editor, select the cog icon.

  3. In the Presets panel, select New.

Adjusting keys on a curve

  • To move a key, select and drag the key.

  • To adjust the tangent of the curve at a key, first select the key, and then drag one of the grips that appears.

By default the curve is between 0 and 1.0 on both X and Y axis. You can drag the start and end keys to change the minimum and maximum values for the curve.

Adding a key to a curve

  • To add a key, right-click on the curve, and then select Add Key.

Changing behavior outside of X bounds

By default, an animation curve clamps values outside the defined X (time) range. To change the behavior, select the cog icon next to either the first or last keys, and select the desired behavior from the list that appears.

You can choose different behaviors for values before the graph and for values after the graph.

The following table describes the available options.

Option
Description

Loop

The graph repeats the same shape.

Ping Pong

The graph is mirrored.

Clamp

The graph retains a constant value.

Accessing values from an animation curve

Use an Animation Curve Evaluate node to access values from an animation curve. You provide the time (X axis) value, and the node outputs the corresponding Y axis value.

Animation Curve node
Animation curve editor panel
Adjusting a point on a curve
Adding a key to a curve
Options to change behavior outside of set bounds
Using an Animation Curve Evaluate node to access values from an animation curve