Version: 5.6 (switch to 2017.1b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Keyframe.inTangent

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 var inTangent: float;
public float inTangent;

Description

Describes the tangent when approaching this point from the previous point in the curve.

The angle needs to be expressed in radians.

The tangent is really just the gradient of the slope, as in "change in y / change in x"

See Also: outTangent.

#pragma strict
public class KeyFrameTangentExample extends MonoBehaviour {
	var animCurve: AnimationCurve = null;
	function Start() {
		var ks: Keyframe[] = new Keyframe[3];
		ks[0] = new Keyframe(0, 0);
		ks[0].inTangent = 1.5708f;
		// 90 degrees up
		ks[1] = new Keyframe(4, 0);
		ks[1].inTangent = 0;
		// straight
		ks[2] = new Keyframe(6, 0);
		ks[2].inTangent = -1.5708f;
		// 90 degrees down
		animCurve = new AnimationCurve(ks);
	}
	function Update() {
		if (animCurve != null)
			transform.position = new Vector3(Time.time, animCurve.Evaluate(Time.time), 0);
	}
}
using UnityEngine;

public class KeyFrameTangentExample : MonoBehaviour { AnimationCurve animCurve = null;

void Start() { Keyframe[] ks = new Keyframe[3];

ks[0] = new Keyframe(0, 0); ks[0].inTangent = 1.5708f; // 90 degrees up

ks[1] = new Keyframe(4, 0); ks[1].inTangent = 0; // straight

ks[2] = new Keyframe(6, 0); ks[2].inTangent = -1.5708f; // 90 degrees down

animCurve = new AnimationCurve(ks); }

void Update() { if (animCurve != null) transform.position = new Vector3(Time.time, animCurve.Evaluate(Time.time), 0); } }