CurveField
Makes a field for editing an AnimationCurve.
Read time 10 minutesLast updated 8 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor
CurveField(Rect, AnimationCurve)
Makes a field for editing an AnimationCurve.
public static AnimationCurve CurveField(Rect position, AnimationCurve value)
Parameters
Returns
Type | Description |
|---|---|
| AnimationCurve | The curve edited by the user. |
Remarks

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:
// Note that this must be FollowAnimationCurve.csusing UnityEngine;using System.Collections;public class FollowAnimationCurve : MonoBehaviour{ public AnimationCurve curveX; public AnimationCurve curveY; public AnimationCurve curveZ; public void SetCurves(AnimationCurve xC, AnimationCurve yC, AnimationCurve zC) { curveX = xC; curveY = yC; curveZ = zC; } void Update() { transform.position = new Vector3( curveX.Evaluate(Time.time), curveY.Evaluate(Time.time), curveZ.Evaluate(Time.time)); }}
CurveField(Rect, string, AnimationCurve)
Makes a field for editing an AnimationCurve.
public static AnimationCurve CurveField(Rect position, string label, AnimationCurve value)
Parameters
Rectangle on the screen to use for the field.
Optional label to display in front of the field.
The curve to edit.
Returns
Type | Description |
|---|---|
| AnimationCurve | The curve edited by the user. |
Remarks

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:
// Note that this must be FollowAnimationCurve.csusing UnityEngine;using System.Collections;public class FollowAnimationCurve : MonoBehaviour{ public AnimationCurve curveX; public AnimationCurve curveY; public AnimationCurve curveZ; public void SetCurves(AnimationCurve xC, AnimationCurve yC, AnimationCurve zC) { curveX = xC; curveY = yC; curveZ = zC; } void Update() { transform.position = new Vector3( curveX.Evaluate(Time.time), curveY.Evaluate(Time.time), curveZ.Evaluate(Time.time)); }}
CurveField(Rect, GUIContent, AnimationCurve)
Makes a field for editing an AnimationCurve.
public static AnimationCurve CurveField(Rect position, GUIContent label, AnimationCurve value)
Parameters
Rectangle on the screen to use for the field.
Optional label to display in front of the field.
The curve to edit.
Returns
Type | Description |
|---|---|
| AnimationCurve | The curve edited by the user. |
Remarks

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:
// Note that this must be FollowAnimationCurve.csusing UnityEngine;using System.Collections;public class FollowAnimationCurve : MonoBehaviour{ public AnimationCurve curveX; public AnimationCurve curveY; public AnimationCurve curveZ; public void SetCurves(AnimationCurve xC, AnimationCurve yC, AnimationCurve zC) { curveX = xC; curveY = yC; curveZ = zC; } void Update() { transform.position = new Vector3( curveX.Evaluate(Time.time), curveY.Evaluate(Time.time), curveZ.Evaluate(Time.time)); }}
CurveField(Rect, AnimationCurve, Color, Rect)
Makes a field for editing an AnimationCurve.
public static AnimationCurve CurveField(Rect position, AnimationCurve value, Color color, Rect ranges)
Parameters
Rectangle on the screen to use for the field.
The curve to edit.
The color to show the curve with.
Optional rectangle that the curve is restrained within.
Returns
Type | Description |
|---|---|
| AnimationCurve | The curve edited by the user. |
Remarks

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:
// Note that this must be FollowAnimationCurve.csusing UnityEngine;using System.Collections;public class FollowAnimationCurve : MonoBehaviour{ public AnimationCurve curveX; public AnimationCurve curveY; public AnimationCurve curveZ; public void SetCurves(AnimationCurve xC, AnimationCurve yC, AnimationCurve zC) { curveX = xC; curveY = yC; curveZ = zC; } void Update() { transform.position = new Vector3( curveX.Evaluate(Time.time), curveY.Evaluate(Time.time), curveZ.Evaluate(Time.time)); }}
CurveField(Rect, string, AnimationCurve, Color, Rect)
Makes a field for editing an AnimationCurve.
public static AnimationCurve CurveField(Rect position, string label, AnimationCurve value, Color color, Rect ranges)
Parameters
Rectangle on the screen to use for the field.
Optional label to display in front of the field.
The curve to edit.
The color to show the curve with.
Optional rectangle that the curve is restrained within.
Returns
Type | Description |
|---|---|
| AnimationCurve | The curve edited by the user. |
Remarks

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:
// Note that this must be FollowAnimationCurve.csusing UnityEngine;using System.Collections;public class FollowAnimationCurve : MonoBehaviour{ public AnimationCurve curveX; public AnimationCurve curveY; public AnimationCurve curveZ; public void SetCurves(AnimationCurve xC, AnimationCurve yC, AnimationCurve zC) { curveX = xC; curveY = yC; curveZ = zC; } void Update() { transform.position = new Vector3( curveX.Evaluate(Time.time), curveY.Evaluate(Time.time), curveZ.Evaluate(Time.time)); }}
CurveField(Rect, GUIContent, AnimationCurve, Color, Rect)
Makes a field for editing an AnimationCurve.
public static AnimationCurve CurveField(Rect position, GUIContent label, AnimationCurve value, Color color, Rect ranges)
Parameters
Rectangle on the screen to use for the field.
Optional label to display in front of the field.
The curve to edit.
The color to show the curve with.
Optional rectangle that the curve is restrained within.
Returns
Type | Description |
|---|---|
| AnimationCurve | The curve edited by the user. |
Remarks

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:
// Note that this must be FollowAnimationCurve.csusing UnityEngine;using System.Collections;public class FollowAnimationCurve : MonoBehaviour{ public AnimationCurve curveX; public AnimationCurve curveY; public AnimationCurve curveZ; public void SetCurves(AnimationCurve xC, AnimationCurve yC, AnimationCurve zC) { curveX = xC; curveY = yC; curveZ = zC; } void Update() { transform.position = new Vector3( curveX.Evaluate(Time.time), curveY.Evaluate(Time.time), curveZ.Evaluate(Time.time)); }}
CurveField(Rect, SerializedProperty, Color, Rect)
Makes a field for editing an AnimationCurve.
public static void CurveField(Rect position, SerializedProperty property, Color color, Rect ranges)
Parameters
Rectangle on the screen to use for the field.
The curve to edit.
The color to show the curve with.
Optional rectangle that the curve is restrained within.
CurveField(Rect, SerializedProperty, Color, Rect, GUIContent)
Makes a field for editing an AnimationCurve.
public static void CurveField(Rect position, SerializedProperty property, Color color, Rect ranges, GUIContent label)
Parameters
Rectangle on the screen to use for the field.
The curve to edit.
The color to show the curve with.
Optional rectangle that the curve is restrained within.
Optional label to display in front of the field. Pass [[GUIContent.none] to hide the label.