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Question by Auralien · Feb 24, 2015 at 10:26 AM · animationunity 4.6animationcurve

Is it safe to use Evaluate for AnimationCurve in Update function?

I have a small script that calculates the player-opponent score ratio (like in some old-school fighter games). This ratio is being displayed on screen then with the help of new Image object introduce with Unity 4.6. I use it's fillAmount to set player points parts like that:

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 
 public class TopBarController : MonoBehaviour {
     public Image pointsBar;
     private const float pointsBarUpdateTime = 1.5f;
     private AnimationCurve curve;
 
     public void UpdatePointsBar(int playerPoints, int opponentPoints) {
         float oldValue = pointsBar.fillAmount;
         float newValue = playerPoints + opponentPoints != 0 ? ((float)playerPoints / ((float)playerPoints + (float)opponentPoints)) : 0.5f;
         curve = AnimationCurve.EaseInOut(Time.time, oldValue, Time.time + pointsBarUpdateTime, newValue);
     }
 
     void Update() {
         pointsBar.fillAmount = curve.Evaluate(Time.time);
     }
 }

UpdatePointsBar is being called from some other script at runtime on each points update.

The question is if it is safe to use curve.Evaluate(Time.time); in Update function the way I use it? Does this affect performance a lot?

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