Keyframe.Keyframe
Keyframe(time: float, value: float)
Keyframe(float time, float value);
def Keyframe(time as float, value as float)
Description

Create a keyframe.

	// Make a GameObject follow a Sinus function 
	// Over the X and Y axis.

private var anim : AnimationCurve; private var ks : Keyframe[];

function Start() { ks = new Keyframe[50]; for(var i = 0; i < ks.Length ; i++) ks[i] = Keyframe(i,Mathf.Sin(i));

anim = AnimationCurve(ks); }

function Update() { transform.position = Vector3(Time.time,anim.Evaluate(Time.time),0); }
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    private AnimationCurve anim;
    private Keyframe[] ks;
    void Start() {
        ks = new Keyframe[50];
        int i = 0;
        while (i < ks.Length) {
            ks[i] = new Keyframe(i, Mathf.Sin(i));
            i++;
        }
        anim = new AnimationCurve(ks);
    }
    void Update() {
        transform.position = new Vector3(Time.time, anim.Evaluate(Time.time), 0);
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	private anim as AnimationCurve

	private ks as (Keyframe)

	def Start() as void:
		ks = array[of Keyframe](50)
		i as int = 0
		while i < ks.Length:
			ks[i] = Keyframe(i, Mathf.Sin(i))
			i++
		anim = AnimationCurve(ks)

	def Update() as void:
		transform.position = Vector3(Time.time, anim.Evaluate(Time.time), 0)

Keyframe(time: float, value: float, inTangent: float, outTangent: float)
Keyframe(float time, float value, float inTangent, float outTangent);
def Keyframe(time as float, value as float, inTangent as float, outTangent as float)
Description

Create a keyframe.

	// Make a GameObject follow a Sinus function 
	// Over the X and Y axis with vertical tangents.

private var anim : AnimationCurve; private var ks : Keyframe[];

function Start() { ks = new Keyframe[50]; for(var i = 0; i < ks.Length ; i++){ ks[i] = Keyframe(i,Mathf.Sin(i),90,90); } anim = AnimationCurve(ks); }

function Update() { transform.position = Vector3(Time.time,anim.Evaluate(Time.time),0); }
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    private AnimationCurve anim;
    private Keyframe[] ks;
    void Start() {
        ks = new Keyframe[50];
        int i = 0;
        while (i < ks.Length) {
            ks[i] = new Keyframe(i, Mathf.Sin(i), 90, 90);
            i++;
        }
        anim = new AnimationCurve(ks);
    }
    void Update() {
        transform.position = new Vector3(Time.time, anim.Evaluate(Time.time), 0);
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	private anim as AnimationCurve

	private ks as (Keyframe)

	def Start() as void:
		ks = array[of Keyframe](50)
		i as int = 0
		while i < ks.Length:
			ks[i] = Keyframe(i, Mathf.Sin(i), 90, 90)
			i++
		anim = AnimationCurve(ks)

	def Update() as void:
		transform.position = Vector3(Time.time, anim.Evaluate(Time.time), 0)