An Animation component animates a single field over time. Complex animations can be created by adding several Animation components to a single object.

Target

The field to animate. Options are:

  • X position. The horizontal position of this object in absolute coordinates.
  • Y position. The vertical position of this object in absolute coordinates.
  • Rotation. The orientation of this object in absolute degrees.
  • Scale X. The horizontal scale of this object.
  • Scale Y. The vertical scale of this object
  • Color. The tint color of an image on this object.
  • Opacity. The transparency level (independent of color) of this object.
  • Local X position. The horizontal position of this object relative to its parent.
  • Local Y position. The vertical position of this object relative to its parent.
  • Local Rotation. The orientation of this object relative to its parent.
  • Local Scale X. The horizontal scale of this object relative to its parent.
  • Local Scale Y. The vertical scale of this object relative to its parent.

When animating position, rotation, or scale, you will usually want to use the Local target rather than the Absolute target.

Type

The type of animation curve to use. Curves supported:

  • Linear. The value is animated at a constant rate.
  • Ease In. The animated value smoothly accelerates to a constant rate of change.
  • Ease Out. The animated value decelerates as the animation finishes.
  • Ease In and Out. A smooth acceleration and deceleration at the beginning and end of this animation.
  • Clamped. The value is animated at a constant rate, but the last value is held indefinitely.
  • Ease In Overshoot. The animated value smoothly accelerates to a point beyond the target value, then bounces back.
  • Ease Out Overshoot. The animated value smoothly decelerates to a point beyond the target value, then bounces back.
  • Ease In Out Overshoot. The animated value speeds up towards the target, then slows down as it passes it, then bounces back.

Loop Type

How this animation should loop.

  • Once. No looping, play the animation through and then end.
  • Loop. When the animation reaches the end, start over at the beginning.
  • Ping Pong. When the animation reaches the end, reverse direction and animate backwards to the beginning, then play the animation forwards again, repeating forever.

Duration

The length of the animation.

Start Value

The value of the animated field at the start of the animation.

End Value

The value of the animated field at the end of the animation.

Rewind When Disabled

If selected, the animation will reset to the beginning if the game object it is attached to is disabled.