Version: 2022.2
LanguageEnglish
  • C#

Keyframe.inWeight

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 float inWeight;

Description

Sets the incoming weight for this key. The incoming weight affects the slope of the curve from the previous key to this key.

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

See Also: outWeight.

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.In; ks[0].inWeight = 0.5f;

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

ks[2] = new Keyframe(6, 0); ks[2].weightedMode = WeightedMode.In; ks[2].inWeight = 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); } }