Float Animator Sequential

This sequential lets you modify any float property of a component, so it's a very powerful sequential that can be used for general animation purposes for objects that expose a float property.
For example, although there is a specific sequential to change the alpha value of CanvasGroup component, you can also change (animate) it with this sequential. So it's useful when there is no built-in sequential to animate a value.
Base Properties
To learn about the common Base Properties, please see Base Sequential
Target Object Options
This sequential derives from Object Returner Sequential and gets all its properties from that sequential. So, to learn about the Target Object Options please see Object Returner Sequential
Animation Options
This sequential derives from Animation Sequential and gets all of its properties. So, to learn about the __Animation Options please see Animation Base
End Value Type
This option determines the calculation of the end value of the float property.
Initial to Value
This modifies the target property from its initial value (the value before this sequential starts) to the Value.
From Value to Initial
This sets the target property to the Value and then modifies it to its initial value again.
Initial Plus Value
This adds Value to the target property's initial value and modifies it to the calculated end value.
Initial Multiply Value
This multiplies the property's initial value with the Value and modifies the target property to the calculated value.
From A to B
This lets you define the starting value and end value of the float animation independent from the initial value of the target property.

Value
This is the float value that determines the end value in accordance with the End Value Type option as explained above.
It's possible to assign different kind of values to this property (e.g. directly, randomly, from variable).
Info
To learn more about assigning values with different options, see Value Assign
From Value
This is only available when the End Value Type is From A to B.
This is the starting value of the float animation.
Property Options
In this section, you can define the target float property.
Component Name
This is the class name with full namespace of a component that is attached to the target object and that has the property to animate.
So, for example, to get SpriteRenderer component attached, you need to type UnityEngine.SpriteRenderer, UnityEngine.
What's full type?
- For custom types, you can use the full class name with namespace. e.g. com.kerimkaynakcigames.MyGame.GameManager
- For built-in types, write the class name and then put a comma (,) and then assembly name. e.g. UnityEngine.SpriteRenderer, UnityEngine
Property Name
This defines the which property to animate.
So this is the main target property of this sequential.
e.g. fillAmount property of an Image component.