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Animation Clips & Keyframes
Animation Clips & Keyframes
Unity's animation system allows you to animate almost any property of a GameObject (position, scale, color, light intensity) over time.
Animation Clips
An Animation Clip is an asset containing information about how properties change over a timeline.
To create an Animation Clip:
- Select a GameObject.
- Open the Animation Window (Window -> Animation -> Animation).
- Click Create to save a new clip asset.
Keyframes
Animations are built on Keyframes:
- You set a property value at a specific time (a keyframe).
- Unity automatically interpolates (smoothly calculates) values between keyframes.
Click the Record button (red circle) in the Animation Window, select a time on the timeline, and modify your GameObject in the Scene or Inspector to add keyframes automatically.
Dopesheet vs Curves
- Dopesheet View: Displays keyframes as simple diamond points on a horizontal timeline (useful for checking timing).
- Curves View: Displays keyframes as points on a graph spline. You can adjust the handles of these splines to change easing speed (e.g. starting slow and ending fast).
TL;DR
- Animation Clips store how properties change over time.
- Open the Animation window to create clips.
- Keyframes mark specific values at points in time; Unity fills in the rest.
- Dopesheet view manages timing; Curves view manages transition easing.