![]() Animator Component vs Tweening Techniques For example, if you said the GameObject in the previous example should move similarly to a sine function, the velocity would be lower on the extremes of the function.įor more information on easing functions and their effects, check this reference. In this case, the interpolation is no longer linear but instead uses an arbitrary function to dictate how the element moves. It’s time to discuss tweening curves, also called easing functions. That isn’t the only way to reach the final value: The progression doesn’t need to be uniform. In the previous example, to get the position of an element at any given time, you had to divide the total displacement by the elapsed time and add this value to the initial position. It’s possible to make this animation a little fancier by using animation curves, also known as tweening curves. This simple interpolation creates animation using only simple algebraic operations. However, to animate it properly, the computer needs to draw each frame.īy getting values between those points, the animation engine can determine that at two seconds, the GameObject should be at (0.5, 0, 0), at one second, at (0.25, 0, 0), at three seconds, (0.75, 0, 0) and so on. You know the position at zero seconds and four seconds: As the figure shows, those are the points (0, 0, 0) and (1, 0, 0). In this operation, a property can assume any value between two limits.įor example, imagine a GameObject that translates between two points in a four second time interval, as shown in the following figure: Simplistically, tweening, or inbetweening, is another name for interpolation. ![]() Animating GameObjects without using the Animator Component is an excellent way to keep requirements low. Unity’s Animator Component has a callback function that continuously calls for every Animator on the scene. The animation engine is too powerful for simpler tasks, and it may drain precious resources from the player’s computer. Unity already has a module capable of implementing most kinds of animation, so why would you want to bring in another package? Isn’t it redundant? Why Not Use Unity’s Animator for Everything? Now, it’s time to take a closer look at tweening. Make the ball bounce around and break as many crates as you wish. Use the right and left arrows or the A and D buttons on the keyboard to move the paddle. ![]() Open the TweenBreaker scene in Assets/RW/Scenes, then click Play to try this Breakout clone. To learn more, make sure to check out the TextMesh Pro tutorial.
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