Math and Curves¶
Picker entries from Jungle Core. Grouped by the category the picker shows them under.
Asset¶
Curve Value Asset¶
Shared asset editable in the Project window.
Asset that stores a shared curve, editable in the Project window.
Type: CurveValueAsset · Full page
Curve Value From Asset¶
Provided by a shared ScriptableObject.
Reads a curve from a shared Curve Value asset.
Type: CurveValueFromAsset
Curve / Basic¶
Animation Curve¶
Custom curve using Unity's AnimationCurve editor.
Evaluates a Unity AnimationCurve for full artist control over the shape.
Type: AnimationCurveCurveValue
Constant¶
Always returns a fixed value.
Always outputs the same constant value regardless of input t.
Type: ConstantCurveValue
Linear¶
Returns t unchanged (identity curve).
Returns the input t unchanged. Use as a pass-through or default curve.
Type: LinearCurveValue
Curve / Composite¶
Blended¶
Blends between two curves with a fixed weight.
Blends between two curves using a fixed mix weight.
Type: BlendedCurveValue
Chained¶
Composes two curves: outer(inner(t)).
Pipes the output of one curve into another. The first curve's result becomes the second curve's input.
Type: ChainedCurveValue
Inverted¶
Returns 1 - inner curve value.
Flips a curve vertically by returning 1 minus the inner curve's output.
Type: InvertedCurveValue
Reversed¶
Runs inner curve backwards: inner(1-t).
Plays a curve backwards from end to start.
Type: ReversedCurveValue
Scaled¶
Multiplies and shifts the inner result.
Multiplies a curve's output by a scale, then adds an offset. Handy for adjusting a curve's range without changing its shape.
Type: ScaledCurveValue
Curve / Easing¶
Easing¶
Quad, cubic, sine, elastic, bounce, etc.
Standard easing functions including quadratic, cubic, sine, exponential, elastic, back, and bounce variants.
Type: EasingCurveValue
Curve / Math¶
Arch¶
Rises to 1 then falls back to 0, like a hop.
Starts at 0, climbs to 1 at the peak, and returns to 0 at the end. Use it for hops, arcs and pulses. Move the peak earlier for a quick lift and a long landing.
Type: ArchCurveValue
Bezier¶
CSS-style cubic bezier with two control points.
Cubic bezier curve defined by two control points, similar to CSS timing functions.
Type: BezierCurveValue
Bouncing Arch¶
A hop that lands, then bounces lower each time.
Rises to 1 and comes back to 0 like an Arch, then bounces a few more times, lower and quicker each time, and ends at 0. Use it as the arc of a move so the object hops, lands and settles with small rebounds.
Type: BouncingArchCurveValue
Exponential Approach¶
Approaches 1 and never quite reaches it: 1 - e^(-rate*t).
Approaches 1 smoothly using exponential decay. Higher rate means it gets there faster.
Type: ExponentialApproachCurveValue
Exponential Growth¶
Starts slow and speeds up faster and faster.
Starts slow and keeps speeding up: reaches 1 at t = 1 and, with a Keep Going loop, carries on accelerating past it. Higher Rate makes the speed-up sharper.
Type: ExponentialGrowthCurveValue
Logarithmic¶
Fast start, gradually slowing down.
Logarithmic curve that always runs from 0 to 1. Fast initial rise that gradually levels off.
Type: LogarithmicCurveValue
Power¶
Adjustable acceleration (1=linear, 2=quad).
Raises t to a configurable exponent. Supports ease-in (t^n) and ease-out (1-(1-t)^n) shapes.
Type: PowerCurveValue
Sigmoid¶
S-shaped curve with adjustable steepness.
S-shaped curve with adjustable steepness and midpoint. Smooth transition from 0 to 1.
Type: SigmoidCurveValue
Smoothstep¶
Hermite smoothstep or Perlin smootherstep.
Hermite smoothstep (3t^2-2t^3) with optional Perlin smootherstep for even smoother start and end.
Type: SmoothStepCurveValue
Step¶
Hard threshold: 0 below, 1 above.
Hard step function that outputs 0 below a threshold and 1 at or above it.
Type: StepCurveValue
Wave¶
Goes up and down between 0 and 1 a set number of times.
Swings between 0 and 1 and back, as a smooth sine, a straight-edged triangle or an on/off square. Cycles sets how many swings fit in the trip. Use it in Float Over Time to make a value wobble between Start and End.
Type: WaveCurveValue
Curve / Physics¶
Bounce Settle¶
Overshoots then bounces to rest at 1.
Overshoots then bounces a configurable number of times before settling at 1.
Type: BounceSettleCurveValue
Critically Damped¶
Fastest approach to target with no overshoot.
Critically damped response: the fastest possible approach to 1 without any overshoot.
Type: CriticallyDampedCurveValue
Damped Spring¶
Spring oscillation that overshoots and settles to 1.
Damped spring oscillation that overshoots and settles to 1. Configurable damping and frequency.
Type: DampedSpringCurveValue
Elastic Snap¶
Rubber band snap with elastic settle.
Snaps forward like a rubber band with elastic wobble that settles to 1.
Type: ElasticSnapCurveValue
Gravity Bounce¶
Gravity fall with dampened bounces at target.
Simulates gravity-driven fall with dampened bounces at the bottom, like a dropped ball.
Type: GravityBounceCurveValue
Data / Math¶
Increment Double¶
Adds a value to the asset's current number.
Adds or subtracts a number from the asset's current value. Use it to accumulate scores, adjust timers, or make any additive change.
Type: IncrementDoubleOperation
Increment Float¶
Adds a value to the asset's current number.
Adds or subtracts a number from the asset's current value. Use it to accumulate scores, adjust timers, or make any additive change.
Type: IncrementFloatOperation
Increment Int¶
Adds a value to the asset's current number.
Adds or subtracts a number from the asset's current value. Use it to accumulate scores, adjust counters, or make any additive change.
Type: IncrementIntOperation
Increment Long¶
Adds a value to the asset's current number.
Adds or subtracts a number from the asset's current value. Use it to accumulate scores, adjust counters, or make any additive change.
Type: IncrementLongOperation
Set Bool¶
Sets the asset to a specified bool value.
Writes a bool value to the target asset.
Type: SetBoolOperation
Set Double¶
Sets the asset to a specific number.
Writes a number to the asset. Use it to reset counters, apply computed values, or make any one-shot assignment.
Type: SetDoubleOperation
Set Double Over Time¶
Drives a number toward a target value over time.
Changes a high-precision number each frame using a Pipeline and optional Modifiers.
Type: WriteDoublePipelineOperation
Set Double Over Time¶
Drives the asset's number over time using a Pipeline.
Changes the asset's number each frame using a Pipeline and optional Modifiers. Use it for smooth transitions, oscillations, or anything that evolves over time.
Type: DoubleAssetPipelineOperation
Set Float¶
Sets the asset to a specific number.
Writes a number to the asset. Use it to reset counters, apply computed values, or make any one-shot assignment.
Type: SetFloatOperation
Set Float Over Time¶
Drives a number toward a target value over time.
Changes a number each frame using a Pipeline and optional Modifiers. Blend toward a value, follow a source through a modifier chain, ease, oscillate, or spring.
Type: WriteFloatPipelineOperation
Set Float Over Time¶
Drives the asset's number over time using a Pipeline.
Changes the asset's number each frame using a Pipeline and optional Modifiers. Use it for smooth transitions, oscillations, or anything that evolves over time.
Type: FloatAssetPipelineOperation
Set Int¶
Sets the asset to a specific number.
Writes a number to the asset. Use it to reset counters, apply computed values, or make any one-shot assignment.
Type: SetIntOperation
Set Int Over Time¶
Drives a number toward a target value over time.
Changes a whole number each frame using a Pipeline and optional Modifiers. Values round to the nearest whole number each step.
Type: WriteIntPipelineOperation
Set Int Over Time¶
Drives the asset's number over time using a Pipeline.
Changes the asset's number each frame using a Pipeline and optional Modifiers. Use it for smooth transitions, oscillations, or anything that evolves over time.
Type: IntAssetPipelineOperation
Set Long¶
Sets the asset to a specific number.
Writes a number to the asset.
Type: SetLongOperation
Set String¶
Sets the asset to a specified string value.
Writes a string value to the target asset.
Type: SetStringOperation
Write Bool¶
Reads a true/false value from one place and writes it to another.
Reads a true/false value from any source and writes it into any settable target.
Type: WriteBoolOperation
Write Float¶
Reads a decimal number from one place and writes it to another.
Reads a decimal number from any source and writes it into any settable target. Use inside a Value Command (in a Process Component or a reaction's process) to copy a value from one place to another.
Type: WriteFloatOperation
Write Int¶
Reads a whole number from one place and writes it to another.
Reads a whole number from any source and writes it into any settable target. Use inside a Value Command (in a Process Component or a reaction's process) to copy a value from one place to another.
Type: WriteIntOperation
Write Long¶
Reads a large whole number from one place and writes it to another.
Reads a large whole number from any source and writes it into any target you can set.
Type: WriteLongOperation
Write String¶
Reads text from one place and writes it to another.
Reads text from any source and writes it into any settable target.
Type: WriteStringOperation
Data / Value Asset¶
Bool Value Asset Command¶
Set or toggle the stored value.
Runs a list of operations on one bool value asset, such as setting or toggling it.
Type: BoolValueAssetCommand
Double Value Asset Command¶
Set, increment, or pipeline the value.
Runs a list of operations, such as set, increment, or pipeline, on one double value asset. Instant and timed operations can be mixed freely.
Type: DoubleValueAssetCommand
Float Value Asset Command¶
Set, increment, or pipeline the value.
Runs a list of operations, such as set, increment, or pipeline, on one float value asset. Instant and timed operations can be mixed freely.
Type: FloatValueAssetCommand
Int Value Asset Command¶
Set, increment, or pipeline the value.
Runs a list of operations, such as set, increment, or pipeline, on one int value asset. Instant and timed operations can be mixed freely.
Type: IntValueAssetCommand
Long Value Asset Command¶
Set, increment, or pipeline the value.
Runs a list of operations, such as set or increment, on one long value asset.
Type: LongValueAssetCommand
String Value Asset Command¶
Set or modify the stored text.
Runs a list of operations on one string value asset, such as setting or modifying the text.
Type: StringValueAssetCommand
Easing¶
Easing¶
Applies easing functions to the value.
Applies standard easing functions (quad, cubic, elastic, bounce, etc.) to a 0-1 input value.
Type: DoubleEasingModifier
Easing¶
Applies easing functions to the value.
Applies standard easing functions (quad, cubic, elastic, bounce, etc.) to a 0-1 input value.
Type: FloatEasingModifier
Lookup¶
Float At Condition¶
Picks a number based on which condition is true.
Evaluates conditions in order and returns the matching entry's number; falls back to a default when none pass.
Type: FloatAtCondition
Float At Index¶
Picks one number from a list by index.
Returns a number from an array by index.
Type: FloatAtIndex
Math¶
Absolute Modifier¶
Returns the absolute value.
Returns the absolute (non-negative) value of the integer input.
Type: IntAbsoluteModifier
Absolute Modifier¶
Returns the absolute value.
Returns the absolute (non-negative) value of the input.
Type: DoubleAbsoluteModifier
Absolute Modifier¶
Returns the absolute value.
Returns the absolute (non-negative) value of the input.
Type: FloatAbsoluteModifier
Add Modifier¶
Adds a value to the input.
Adds a constant or dynamic integer value to the input.
Type: IntAddModifier
Add Modifier¶
Adds a value to the input.
Adds a constant or dynamic value to the input.
Type: DoubleAddModifier
Add Modifier¶
Adds a value to the input.
Adds a constant or dynamic value to the input.
Type: FloatAddModifier
Ceiling Modifier¶
Ceiling (rounds up).
Rounds the value up to the nearest integer.
Type: DoubleCeilingModifier
Ceiling Modifier¶
Ceiling (rounds up).
Rounds the value up to the nearest integer.
Type: FloatCeilingModifier
Clamp Modifier¶
Clamps the value between min and max.
Constrains the integer value to stay within configurable min and max bounds.
Type: IntClampModifier
Clamp Modifier¶
Clamps the value between min and max.
Constrains the value to stay within configurable min and max bounds.
Type: DoubleClampModifier
Clamp Modifier¶
Clamps the value between min and max.
Constrains the value to stay within configurable min and max bounds.
Type: FloatClampModifier
Curve Modifier¶
Remaps the value using an animation curve.
Remaps the value through a curve for non-linear shaping (eases, custom shapes, etc.).
Type: DoubleCurveModifier
Curve Modifier¶
Remaps the value using an animation curve.
Remaps the value through a Unity Animation Curve for custom non-linear shaping.
Type: FloatCurveModifier
Double Over Time¶
Moves a high-precision number between two values over time.
Moves a high-precision number from Start to End over time along a curve. Loop repeats it, ping-pongs it, or keeps it going past End. Used as a pipeline's destination it starts when the pipeline begins. Picked as a value anywhere else, its Clock decides when it starts, and it starts again by itself each time that comes round.
Type: DoubleLerpedTarget
Exponential Modifier¶
Applies exponential function to the value.
Raises a base value to the input, with optional input and output scaling. Output grows fast as the input rises.
Type: FloatExponentialModifier
Exponential Modifier¶
Applies exponential function to the value.
Raises a base value to the input (with optional input and output scaling). Output grows fast as the input rises.
Type: DoubleExponentialModifier
Float Over Time¶
Moves a number between two values over time.
Moves a number from Start to End over time along a curve. Loop repeats it, ping-pongs it, or keeps it going past End. Used as a pipeline's destination it starts when the pipeline begins. Picked as a value anywhere else, its Clock decides when it starts, and it starts again by itself each time that comes round.
Type: FloatLerpedTarget
Floor Modifier¶
Floor (rounds down).
Rounds the value down to the nearest integer.
Type: DoubleFloorModifier
Floor Modifier¶
Floor (rounds down).
Rounds the value down to the nearest integer.
Type: FloatFloorModifier
Int Over Time¶
Moves a whole number between two values over time.
Moves a whole number from Start to End over time along a curve. Loop repeats it, ping-pongs it, or keeps it going past End. Used as a pipeline's destination it starts when the pipeline begins. Picked as a value anywhere else, its Clock decides when it starts, and it starts again by itself each time that comes round.
Type: IntLerpedTarget
Invert¶
Inverts the value around a center point.
Mirrors the integer value around a center point: result = 2*center - input.
Type: IntInvertModifier
Lerp Modifier¶
Maps 0-1 input to a custom range.
Blends between min and max based on the input value (0 returns min, 1 returns max).
Type: FloatLerpModifier
Lerp Modifier¶
Maps 0-1 input to a custom range.
Blends between min and max based on the input value (0 returns min, 1 returns max).
Type: DoubleLerpModifier
Logarithmic Scale¶
Applies logarithmic scaling to the value.
Compresses large value ranges using a logarithm. Useful when you want big numbers to stay manageable.
Type: DoubleLogarithmicModifier
Maximum Modifier¶
Larger of the value and a limit (holds it up from below).
Keeps the value at or above the limit, with no ceiling. A one-sided Clamp.
Type: FloatMaxModifier
Minimum Modifier¶
Smaller of the value and a limit (caps it from above).
Keeps the value at or below the limit, with no floor. A one-sided Clamp.
Type: FloatMinModifier
Modulo Modifier¶
Applies modulo operation to the value.
Returns the remainder after dividing by a configurable divisor.
Type: IntModuloModifier
Multiply Modifier¶
Multiplies the input by a value.
Multiplies the input by a constant or dynamic integer factor.
Type: IntMultiplyModifier
Multiply Modifier¶
Multiplies the input by a value.
Multiplies the input by a constant or dynamic factor.
Type: DoubleMultiplyModifier
Multiply Modifier¶
Multiplies the input by a value.
Multiplies the input by a constant or dynamic factor.
Type: FloatMultiplyModifier
Negate Modifier¶
Negates the value (multiplies by -1).
Flips the sign of the integer value by multiplying by -1.
Type: IntNegateModifier
Negate Modifier¶
Negates the value (multiplies by -1).
Flips the sign of the value by multiplying by -1.
Type: DoubleNegateModifier
Negate Modifier¶
Negates the value (multiplies by -1).
Flips the sign of the value by multiplying by -1.
Type: FloatNegateModifier
Ping-Pong¶
Oscillates value between min and max.
Bounces the integer value back and forth between min and max boundaries.
Type: IntPingPongModifier
Power¶
Raises the value to a power.
Raises the integer to a configurable non-negative exponent.
Type: IntPowerModifier
Power Modifier¶
Raises the value to a power.
Raises the input value to a configurable exponent.
Type: FloatPowerModifier
Power Modifier¶
Raises the value to a power.
Raises the input value to a configurable exponent.
Type: DoublePowerModifier
Quantize¶
Snaps value to discrete steps.
Snaps the integer to the nearest multiple of a configurable step size.
Type: IntQuantizeModifier
Quantize¶
Snaps value to discrete steps.
Snaps the value to the nearest multiple of a configurable step size.
Type: DoubleQuantizeModifier
Random Noise Modifier¶
Adds random integer noise to the value.
Adds a random integer offset within a configurable min/max noise range each frame.
Type: IntRandomNoiseModifier
Remap¶
Remaps value from one range to another.
Linearly remaps an integer from one input range to a different output range.
Type: IntRemapModifier
Remap Modifier¶
Remaps the value from one range to another.
Remaps a value from one range to another. For example, take an input from 0–100 and turn it into 0–1.
Type: DoubleRemapModifier
Remap Modifier¶
Remaps value from one range to another.
Remaps a value from one range to another. For example, take an input from 0–100 and turn it into 0–1. Bend the curve to ease in, ease out, or overshoot along the way.
Type: FloatRemapModifier
Round Modifier¶
Rounds to specified decimal places.
Rounds the value to a configurable number of decimal places.
Type: DoubleRoundModifier
Round Modifier¶
Rounds the value to the nearest integer.
Rounds the value to a configurable number of decimal places.
Type: FloatRoundModifier
Sign Modifier¶
-1 when negative, 0 at zero, 1 when positive.
Reduces the value to its direction: -1 below zero, 0 at zero, 1 above. Unlike Mathf.Sign, zero stays 0, so a released stick reads as no direction.
Type: FloatSignModifier
Smoothstep Modifier¶
Smoothly blends between two edges.
Smoothly eases between two edges with a curve that accelerates in and decelerates out.
Type: FloatSmoothstepModifier
Smoothstep Modifier¶
Smoothly blends between two edges.
Smoothly eases between two edges with a curve that accelerates in and decelerates out.
Type: DoubleSmoothstepModifier
Threshold¶
Returns one of two values based on threshold.
Step function that outputs one integer above a threshold and another below it.
Type: IntThresholdModifier
Wrap¶
Wraps value between min and max (repeating).
Wraps the integer to repeat within a min-max range using modulo arithmetic.
Type: IntWrapModifier
Math / Double¶
Processed Double¶
A number with Modifiers applied.
A number that passes through a chain of Modifiers before returning the result.
Type: ProcessedDoubleValue
Random Double¶
Picks a random value with probability bias.
Returns a random double within a configurable min/max range each time it is read. Set Same Roll For to give each object its own fixed roll instead, such as one per tentacle.
Type: RandomDoubleValue
Math / Float¶
Eased Bool¶
Off value to on value over time as a bool turns on, back as it turns off.
Reads a true/false value and returns a number that glides from Off Value (0 by default) to On Value (1 by default) when it turns on and back when it turns off, over Duration seconds and along the curve. Plug it into a blend factor to slide a panel between two poses from a single toggle key, or set Off/On to drive a speed, angle or distance directly.
Type: EasedBoolValue
Float Math¶
Adds, subtracts, multiplies, divides, or takes the min or max of two numbers.
Returns A combined with B by the chosen operation. Both sides can be fixed numbers or live values, so it can scale a speed by a multiplier, or keep the larger of two distances. Divide returns 0 when B is 0.
Type: FloatMathValue
Processed Float¶
A number value with modifiers applied.
A number value that passes through a chain of modifiers before returning the result.
Type: ProcessedFloatValue
Random Float¶
Random in range; optional probability bias.
Returns a random number within a configurable min/max range each time it is read. Set Same Roll For to give each object its own fixed roll instead, such as one per tentacle.
Type: RandomFloatValue
Remap Float¶
Maps a number from one range to another, shaped by a curve.
Reads a number, finds where it sits between Input Min and Input Max, runs that 0 to 1 position through the curve, and returns the matching point between Output Min and Output Max. Turns a distance into a 0 to 1 falloff, or a size into an angle, without a Processed Float. Swap Output Min and Max to invert.
Type: RemapFloatValue
Math / Int¶
Processed Int¶
A number value with modifiers applied.
A number value that passes through a chain of modifiers before returning the result.
Type: ProcessedIntValue
Random Int¶
Random in range; optional probability bias.
Returns a random int within a configurable min/max range each time it is read. Set Same Roll For to give each object its own fixed roll instead, such as one per tentacle.
Type: RandomIntValue
Orchestration / Targets¶
Staggered Over Time¶
Targets start one after another, spread over a duration along a curve.
When the target is several objects, they start one after another in list order, spread over the duration below. The curve places each start: a straight line spaces them evenly, an ease-in curve bunches them early and spreads them out late. The last object always starts at the end of the duration, however many objects there are. The command finishes once the last one is done.
Type: StaggeredOverTime
Signal¶
Deadzone¶
Returns zero within threshold range.
Returns zero for inputs within a threshold, with optional remapping of the remaining range.
Type: FloatDeadzoneModifier
Deadzone¶
Returns zero within threshold range.
Returns zero for inputs within a threshold, with optional remapping of the remaining range.
Type: DoubleDeadzoneModifier
Quantize¶
Snaps value to discrete steps.
Snaps the value to the nearest multiple of a configurable step size.
Type: FloatQuantizeModifier
Quantize (Signal)¶
Snaps value to discrete steps.
Snaps the value to the nearest multiple of a configurable step size.
Type: DoubleSignalQuantizeModifier
Smoothing¶
Anti-Jitter¶
Ignores small value changes below a threshold to reduce jitter.
Ignores tiny changes below a threshold to remove jitter from a noisy value.
Type: DoubleAntiJitterModifier
Anti-Jitter¶
Ignores small value changes below a threshold to reduce jitter.
Ignores tiny changes below a threshold to remove jitter from a noisy value.
Type: FloatAntiJitterModifier
Exponential Smooth¶
Smooths the value toward its target, staying consistent across frame rates.
Smoothing that softens jumpy values. The half-life controls how quickly it settles: smaller is snappier, larger is smoother. Stays consistent across frame rates.
Type: DoubleExponentialSmoothModifier
Exponential Smooth¶
Smooths the value toward the target, staying consistent across frame rates.
Softens jumpy values. The half-life controls how quickly it settles, smaller is snappier, larger is smoother. Stays consistent across frame rates.
Type: FloatExponentialSmoothModifier
Pipeline Slew Rate Limiter¶
Limits how fast the value can change per second, with separate rise and fall rates.
Caps how fast the value can change each second, with separate limits for going up and going down.
Type: DoublePipelineSlewRateLimiterModifier
Pipeline Slew Rate Limiter¶
Limits how fast the value can change per second, with separate rise and fall rates. Uses pipeline current value.
Caps how fast the value can change each second, with separate limits for going up and going down.
Type: FloatPipelineSlewRateLimiterModifier
Smooth Follow¶
Smoothly follows the target value, moving faster when far and slower when close.
Smoothly follows the target. Speed scales with distance, faster when far, slower as it gets close. Snaps to the target once within a tiny range, if you want.
Type: DoubleSmoothFollowModifier
Smooth Follow¶
Smoothly follows the target value, moving faster when far away and slower as it gets close.
Smoothly follows the target, faster when far away and slower as it gets close, with an optional snap when very close.
Type: FloatSmoothFollowModifier
Utility¶
Invert¶
Inverts the value around a center point.
Mirrors the value around a center point: result = 2*center - input.
Type: FloatInvertModifier
Invert¶
Inverts the value around a center point.
Mirrors the value around a center point: result = 2*center - input.
Type: DoubleInvertModifier
Logarithmic Scale¶
Applies logarithmic scaling to the value.
Applies logarithmic scaling with a configurable base to compress large value ranges.
Type: FloatLogarithmicModifier
Threshold¶
Returns 0 or 1 based on threshold.
Step function that outputs one value above a threshold and another below it.
Type: FloatThresholdModifier
Threshold¶
Returns 0 or 1 based on threshold.
Step function that outputs one value above a threshold and another below it.
Type: DoubleThresholdModifier
Wave¶
Ping-Pong¶
Oscillates value between min and max.
Bounces the value back and forth between min and max boundaries.
Type: FloatPingPongModifier
Ping-Pong¶
Oscillates value between min and max.
Bounces the value back and forth between min and max boundaries.
Type: DoublePingPongModifier
Wrap¶
Wraps value between min and max (repeating).
Wraps the value to repeat within a min-max range, like modulo for arbitrary bounds.
Type: FloatWrapModifier
Wrap¶
Wraps value between min and max (repeating).
Wraps the value to repeat within a min-max range: once it passes one edge, it continues from the other.
Type: DoubleWrapModifier
General¶
Curve Value¶
Stores a curve value locally on the owner.
Holds a curve directly on the owner, so it can be authored and used right where it is.
Type: CurveValue
Forever¶
Loops indefinitely, restarting when the end is reached.
Plays the blend forever, restarting from the beginning each time it reaches the end.
Type: ForeverLoopStrategy
Keep Going¶
Carries on past the end instead of stopping or looping.
Never stops: after Duration the curve keeps going the way it was heading, so a straight line keeps climbing and an Exponential Growth curve keeps speeding up. End is where it is at one Duration.
Type: KeepGoingLoopStrategy
Loop Count¶
Loops a specified number of times before stopping.
Plays the blend a fixed number of times, then stops.
Type: LoopCountSrategy
Once¶
Plays once and stops at the end without looping.
Plays the blend once from start to end, then stops on the end value.
Type: OnceLoopStrategy
Ping Pong¶
Alternates direction at each end.
Alternates direction at each end, playing forward then backward continuously.
Type: PingPongLoopStrategy