"I DON'T HAVE CURVE IN MY UNITY,BUT I WILL TRY TO EXPLAIN IT HERE"
Animation curves can be attached to animation clips in the Animations tab of the .
The curve’s X-axis represents normalized time and always ranges between 0.0 and 1.0 (corresponding to the beginning and the end of the animation clip respectively, regardless of its duration).
Double-clicking an animation curve will bring up the standard Unity curve editor (see Editing Value Properties for further details) which you can use to add keys to the curve. Keys are points along the curve’s timeline where it has a value explicitly set by the animator rather than just using an interpolated value. Keys are very useful for marking important points along the timeline of the animation. For example, with a walking animation, you might use keys to mark the points where the left foot is on the ground, then both feet on the ground, right foot on the ground, etc. Once the keys are set up, you can move conveniently between key frames by pressing the buttons. This will move the vertical red line and show the normalized time at the keyframe; the value you enter in the text box will then set the value of the curve at that time.
If you have a curve with the same name as one of the parameters in the Animator Controller, then that parameter will take its value from the value of the curve at each point in the timeline. For example, if you make a call to GetFloat from a script, the returned value will be equal to the value of the curve at the time the call is made. Note that at any given point in time, there might be multiple animation clips attempting to set the same parameter from the same controller. In that case, the curve values from the multiple animation clips are blended. If an animation has no curve for a particular parameter then the blending will be done with the default value for that parameter.
Animation Events
The power of animation clips can be increased by using Animation Events, which allow you to call functions in the object’s script at specified points in the timeline.
The function called by an animation event can optionally take one parameter. The parameter can be a float, string, int, object reference or an AnimationEvent object. The AnimationEvent object has member variables that allow a float, string, integer and object reference to be passed into the function all at once, along with other information about the event that triggered the function call.
You can add an animation event to a clip at the current play head position by clicking the or at any point in the animation by double-clicking the at the point where you want the event to be triggered. Once added, an event can be re positioned by dragging with the mouse. You can delete an event by selecting it and pressing , or by right-clicking on it and selecting from the contextual menu.
When you add an event, a dialog box will appear to prompt you for the name of the function and the value of the parameter you want to pass to it.
The events added to a clip are shown as markers in the event line. Holding the mouse over a marker will show a tooltip with the function name and parameter value.
Holding the mouse cursor over an will show which function it calls as well as the parameter value.





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