# Curves

## Custom

<figure><img src="/files/UnFI88uly20eCmLN7hOj" alt="" width="563"><figcaption></figcaption></figure>

Evaluates a user-defined [AnimationCurve](https://unity.com/blog/games/animation-curves-the-ultimate-design-lever).

The X axis should always be in the 0-1 range (it will be remapped to the total duration of the shake).

## **Recoil / Hit / Explosion / Quake**

Preset curves. No additional options for this type.

## Perlin Noise

<figure><img src="/files/zxHD5spEzLehpG5tTzxw" alt="" width="332"><figcaption></figcaption></figure>

Generates random but organic-feeling motion.

**Octaves**: See [Perlin Noise](/shakefx/core/perlin-noise.md) for more details.

**Frequency Fade Out**: How much the frequency decreases as the shake amplitude fades out. Fading both frequency and amplitude can feel more convincing than fading only the amplitude.

## Sine

<figure><img src="/files/8kyPfBjzXH8ZPKcbYQ1I" alt="" width="324"><figcaption></figcaption></figure>

An oscillating `sin(x)` pattern.

**Type**

* **Frequency**: The oscillation is defined in cycles per second (Hz).
* **Num Oscillations**: The oscillation is defined in total number cycles over the shake's duration.

**Frequency Fade Out**: How much the frequency decreases as the shake amplitude fades out. Fading both frequency and amplitude can feel more convincing than fading only the amplitude.

## Square

Same as Sine, but generates a square wave (illustrated in blue):

<figure><img src="/files/RkUezrvQedCMYs428hcu" alt="" width="375"><figcaption></figcaption></figure>


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