What happen is, normalizedTime was used as reference timer.

But for Loop motion, the value goes beyond 1.0.

Beside using normalizedtime%1.0f

Is there any other alternative available by Unity?

normalizedtime%1.0f gave us no issue, this is purely out of curiosity.


We have tested and found out that,
even when the number went beyond 10000.0f,
there was no problem with return result,
And the performance affected was minimal.

Nope that’s what I use - though I use Mathf.Repeat(normalizedTime, 1)