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What's the difference between OnPreviewGUI and OnInteractivePreviewGUI? Both seem to work the same and I have no troubles making my preview...
Is there a way to rewind an AnimationClipPlayable without triggering the AnimationEvent? If I set time to 0, it goes past my events and triggers them.
link is dead
I was afraid I might have to do something like that...The weird thing is that it works if I build the same thing as a MonoBehaviour. Even though...
I have 2 classes: BaseNode and DoNode (which derives from BaseNode). Now I have a List<BaseNode> where I store my DoNodes (and potentially other...
happens here as well.
What's the easiest way for me to know if the user dragged a clip around? I have a custom Track+Mixer and I need the clips to be in the correct...
I also do an Undo.RecordObject(); on the gameObject the director is on (before all of the above). I guess this gives the director a reason to refresh?
Great, thanks! Getting the window and calling timelineWindow.Focus() did the trick!
I have a script that works with a timeline and when you add it to a GameObject I want it to set up everything automatically. (I automatically add...
The problem with this is that it won't build because AssetDatabase is a part of UnityEditor and that's simply not available in a build... :/
Hey, is there any way to set the object that it's bound to automatically on track creation? OnEnable seems like a good place, but I can't get to...
Thanks! Now I made it work with a custom track!
[TrackClipType(typeof(BotSpawnAsset))] public class BotSpawnControlTrack : TrackAsset { [...] } When I drag my BotSpawnAsset onto the custom...
I have a PlayableAsset that puts a PlayableBehaviour on a Timeline. Now I would like to automatically change the duration of the resulting...
Apparently EditorGUI.ToggleLeft insists on using its builtin checkbox style in addition to the given style? I'm guessing this is a bug? [ATTACH]
After some more experimentation, this works the best: m_PlayableGraph.Stop(); m_PlayableOutput.SetSourcePlayable(m_PlayableClip);...
I have a script that lets me play an AnimationClip on a certain Animator (using the Playables API) BUT if I play one clip on the Animator, then...