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The API I mentioned in the previous post is in Timeline 1.5, which is compatible with 2019.4
Do you need the signal to be on a specific track?
If the signal is on the marker track, then it gets executed in the context of the Playable...
Transform offsets will give you absolute offsets*. Your Timeline will always play in the same position/rotation.
Start with the Library/PackageCache folder before you delete your whole Library folder, as that's going to take way too long if your project is...
The doc does give a decent explanation of it, but I'll be happy to answer more pointed questions if you need clarifications.
Hard to tell from just a screenshot. That should work.
You can file a bug with your data, and if you paste the bug number here, I'll take a...
Are the clips valid for these characters?
For your other issues:
Asterisk: This is coming in version 1.6
Timeline recording still modifies the camera from the previous scene when locked:...
void SetCartPosition(float distanceAlongPath)
if (m_Path != null)
@Gregoryl, this one is for you
The Timeline is not stored in the scene, so it's expected that locking the window to a Timeline keeps it locked, even if you unload the scene....
It's your call.
There are plenty of users who have taken the time to fill complete bug reports, and their bugs will be addressed first, in...
I can't diagnose this without looking at your scene.
Please file a bug report using the bug reporter and report the bug number you get in this...
If you want things fixed, then the first step is to file a bug report using the bug reporter.
Tracks are ScriptableObjects, so they already have names.
The name is visible (and editable) in the inspector when the track is selected.
The property name is case sensitive.
You wrote m_position.y. It should be m_Position.y
Thank you for taking the time to chase this down.
If it happens again, and you manage to detect it early enough, please report anything you remember about what you were doing when it...
The tracks are sub-assets. There's no real way around it with ScriptableObjects, they need to belong to an asset file on-disk.
I have communicated this to the documentation team.