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Question by AugustInSitu · Jul 03, 2016 at 12:07 PM · coroutinetimetimermathf.clamp

Need coroutine to render a texture value clamped from 0 to 1 over time

I want to know how to have a texture change values in order to play an animation of sorts through a coroutine. The current code I have is here:

  IEnumerator Transition()
     {
         float cutoff = Mathf.Clamp(Time.time, 0, 1.0f); //need to find out how to make the animation play over time
         rend.sharedMaterial.SetFloat("_Cutoff", cutoff);
         yield return null;
     }

I have clamped the values between 0 and 1, but I'm unsure on how to use the "time" function to get the result I'm looking for. Thanks in advance.

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Answer by NoseKills · Jul 03, 2016 at 03:57 PM

Your problem is almost exactly the same as in this question

Concentrate on the IEnumerator in the answer. That's one way to make something happen over x seconds. Just delete the parts you don't need in the IEnumerator.

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avatar image AugustInSitu · Jul 04, 2016 at 04:09 AM 0
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Thank you, works perfectly!

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