Curve
Curve in Math
In One Line
Tweening? LUT? Native? All in the Curve.
Package Info
display name
AceLand Curve
package name
latest version
1.0.0
namespace
git repository
dependencies
Overview
Easing curves map a normalized time parameter t ∈ [0,1] to a smoothed progression y ∈ [0,1]. They are commonly used for animations, UI transitions, and value interpolation where non-linear motion feels more natural.

This package provides:
A comprehensive
EasingCurveenum of classic easing functions (Sine, Quad, Cubic, Quart, Quint, Expo, Circ, Back, Elastic, Bounce) with In/Out/InOut variants and Linear.A loop/wrap system via
LoopMode(Once, Clamp, Loop, PingPong) to control howtis mapped before easing.Extension methods to evaluate curves efficiently in Unity.
Optional conversion to DOTween’s
Easeenum (ifDOTWEENscripting define is present).
Usage
Basic interpolation
Looping and ping-pong
Manual time control
Loop Mode
Enum CurveLoopMode contains 4 states.
Once
no wrapping; intended for manual control. For numerical safety, values are clamped internally around the easing functions.
Clamp
clamps t into [0,1]. This matches the default behavior of Evaluate(t).
Loop
wraps t to [0,1) repeating.
PingPong
bounces t between 0 and 1.
Bake LUT
For high-throughput systems (Burst jobs, particle systems, GPU shaders), it’s often faster to precompute a lookup table (LUT) of an easing curve and then sample it at runtime. Below are reference implementations for:
CPU-side LUT generation (Burst-friendly)
Passing LUT to a shader as a 1D texture
Sampling LUT in C# Jobs
Work with AnimationCurve
With DOTween
If you use DOTween and define DOTWEEN in Scripting Define Symbols:
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