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Thank you very much. Maybe we need to use the native method by mapping transform with time from scripts.
We are trying to create Timeline on runtime. The animation track is working well. The transform track we try to using infinite-clip to control...
For some update: We already try the pooling method. I can call it a success. "Create Clip" is vanishing from the profiler. And the game can run...
It has a lot of detail. I really appreciate it. It maybe took some time for me to deal with. I will come back later with some update. P.S. Sorry...
Wow! That solution is very smart! A little more complicated but worth to try. Thank you very much. I think, in our game, modifying timeline on...
What if we want to modify Timeline at runtime? We create Clip at that instant. Example: At runtime, player can control time on the timeline...
We are currently creating a game that receives input and creates Unity Timeline at runtime. After we recognized that performance drops a lot. So...
Ok, I will merge them to one track. Thanks for the fast response as always!
Thank you for the great explanation! After some test about offset more, I think my bug that snaps gameObject to the position (0, 0, 0) after open...
I already test on my test code and it works like a charm! I really appreciate it! I can now implement that to our game. I have another unrelated...
How to create particle clip in Timeline at Runtime We currently develop a game that can control time, and after develop many version. We see...