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@seant_unity thanks for the response. Is there any plans to support reduced-speed audio playback for manual mode? if not, how would you suggest...
Hi, I'm using 2018.2.13f1 and also experiencing no audio playing when using manual update mode for timelines. Here's a snippet of the code that...
I have a parent particle system gameObject which doesn't emit any particles itself, but has several other particles nested under it that do emit...
Ping on this. @seant_unity , should we be able to call animatorControllerPlayable.SetSpeed(targetTimeScale);? Echoing what @TheValar said, it does...
@Mecanim-Dev thank you for the response. I ended up making a base class with an "enabled" field, and checking that before running any of the state...
@Mecanim-Dev any news on this? It would be super useful to have...
no worries if anyone needs it, here are some extension methods that will work with 2018.2 (tested in Editor and iOS): /// <summary>...
Hi, We have several use-cases in our game where we want to be able to create an "instance" of a timeline asset at runtime, and then add...
@seant_unity awesome, thanks! works great
Will this feature be coming in 2018.3? It would be really nice to be able to set this from script
Hi, Is there an API to create and assign clips to an override track from code? [ATTACH] I looked all over the Scripting docs and couldn't find...
@seant_unity you're the best man, thank you If you come to Unite LA this year, please let me buy you a coffee or a beer :) I actually managed to...
@seant_unity that's great! thank you! I'll experiment with trying to remove those, since our application of Timelines is purely gameplay so we...
I still have 1 question - what is an "UnityEngine.Animations.AnimationMotionXToDeltaPlayable"? It seems protected, and I'm wondering if I can...
@seant_unity I can't thank you enough! I did what you said, and it totally worked: [ATTACH] The red circle at the bottom of the graph is my...
For reference, here's what it looks like when I play the Timeline via TimelineAsset.CreatePlayable connected to my PlayableGraph: [ATTACH]...
@seant_unity @mikew_unity I have a question about the part where you say to call TimelineAsset.CreatePlayable() and to bind the PlayableOutputs....
Found the root cause - I was plugging an animator controller into the animator when I began the blend to a Timeline in my playableGraph, as was...
I'm using a Playable Graph to mix together an AnimatorControllerPlayable (for our character's locomotion) and several TimelinePlayables (for the...
Thank you! The idea is basically that we have certain groups on our timeline that are there exclusively for the artist to imitate some of the...