Unity - Scripting API: EditorGUI.CurveField
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Parameters
| Parameter | Description |
|---|---|
| position | Rectangle on the screen to use for the field. |
| label | Optional label to display in front of the field. |
| value | The curve to edit. |
| color | The color to show the curve with. |
| ranges | Optional rectangle that the curve is restrained within. |
Returns
AnimationCurve The curve edited by the user.
Curve field in an Editor Window.
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor;public class EditorGUICurveField : EditorWindow { AnimationCurve curveX = AnimationCurve.Linear(0, 0, 1, 0); AnimationCurve curveY = AnimationCurve.Linear(0, 0, 1, 1); AnimationCurve curveZ = AnimationCurve.Linear(0, 0, 1, 0);
[MenuItem("Examples/Curve Field demo")] static void Init() { EditorWindow window = GetWindow(typeof(EditorGUICurveField)); window.position = new Rect(0, 0, 400, 199); window.Show(); }
void OnGUI() { curveX = EditorGUI.CurveField( new Rect(3, 3, position.width - 6, 50), "Animation on X", curveX); curveY = EditorGUI.CurveField( new Rect(3, 56, position.width - 6, 50), "Animation on Y", curveY); curveZ = EditorGUI.CurveField( new Rect(3, 109, position.width - 6, 50), "Animation on Z", curveZ);
if (GUI.Button(new Rect(3, 163, position.width - 6, 30), "Generate Curve")) AddCurveToSelectedGameObject(); }
// A GameObject with the FollowAnimationCurve script must be selected void AddCurveToSelectedGameObject() { if (Selection.activeGameObject) { FollowAnimationCurve comp = Selection.activeGameObject.GetComponent<FollowAnimationCurve>(); comp.SetCurves(curveX, curveY, curveZ); } else { Debug.LogError("No Game Object selected for adding an animation curve"); } } }
This is the run-time script which animates the attached GameObject:
Parameters
| Parameter | Description |
|---|---|
| position | Rectangle on the screen to use for the field. |
| property | The curve to edit. |
| color | The color to show the curve with. |
| ranges | Optional rectangle that the curve is restrained within. |
| label | Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label. |