![]() Better steering, control of lateral forces or tire slip can all be managed with Animation Curves to create lifelike results that you can refine visually. Let’s take another example the suspension and motion of a car when it drives over uneven terrain, around corners, or when power is delivered at the wheels. Editable tangents make it possible to control the shape of the curve between the keys. You can save, export, or load them in Edit mode or at runtime. ![]() Curves are also compatible with ScriptableObjects, which, as discussed in the playbook, are great for editing gameplay data.Īnimation Curves can be edited within the Inspector either as public variables, or when serialized. In this way, they can be used to capture and store data, which is helpful for analyzing results. This post will focus on working with Animation Curves via the Unity API, with the variable type AnimationCurve. Curve Editors have a number of different options and tools that you can leverage. Unity uses curves in a variety of different contexts, specifically in animation. Use them in your project, for instance, within a particle system to control animated variables, or within the audio source component to manage roll-off and other properties.Ī curve is a line graph that shows the response (on the Y axis) to the varying value of an input (on the X axis). Animation Curves are one such component type that offers game designers and creators interesting possibilities, especially when prototyping. In Unity, there are several “types” we can use to store data that are just as beneficial as design levers for balancing systems, gameplay, character settings, vehicle profiles, and so on. Links to Christo’s previous blog posts are included at the end of this piece. The series expands on his contributions to The Unity game designer playbook, a 100+ page in-depth guide that instructs game designers how to prototype, craft, and test gameplay in Unity. This is the third blog post by Christo Nobbs in his series for game designers.
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