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AnimationCurve.Evaluate not working

This issue is likely due to the AnimationCurve being set to Loop wrap mode, which is currently not supported by the Luna Plugin. Consequently, AnimationCurve.Evaluate() will be a value that always increments. To simulate the loop this value should decrement too.

Possible solution:

  • Set the wrap mode to Default, then add the decrement logic for the curve evaluation in your code:

    float val = (Time.deltaTime / 8) * AnimationSpeedReduction;
    ShinyLightCurveTime += _increment ? val : val * -1;

    if (ShinyLightCurveTime >= 1f)
    {
    _increment = false;
    } else if (ShinyLightCurveTime <= 0f)
    {
    _increment = true;
    }