Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

ParticleSystem.MinMaxCurve.Evaluate

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

Switch to Manual

Declaration

public float Evaluate(float time);

Declaration

public float Evaluate(float time, float lerpFactor);

Parameters

time Normalized time (in the range 0 - 1, where 1 represents 100%) at which to evaluate the curve. This is valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.Curve or ParticleSystemCurveMode.TwoCurves.
lerpFactor Blend between the two curves/constants (Valid when ParticleSystem.MinMaxCurve.mode is set to ParticleSystemCurveMode.TwoConstants or ParticleSystemCurveMode.TwoCurves).

Returns

float Calculated curve/constant value.

Description

Manually query the curve to calculate values based on what mode it is in.

This automatically clamps the time and lerpFactor properties between 0 and 1.