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Yeah, me neither. Some docs on this release would be appreciated.
I second this, using the new features doesn't seem obvious from going through the packages. A sample or two would be great.
Thanks, I've filed a bug report via the crash reporter. In my case, its not a cycle (Graph A triggers changes in Graph B, bot not vice versa). In...
I don't have a simple repro project unfortunately, but you should be able to see it if you have a Timeline Example project with custom tracks,...
Looking at this a bit more, it appears that when the Timeline Window is open, its create an extra copy of all my playable behaviours... the...
I have a Timeline which is executing a Playable Graph. Some of the playables on my custom clips in this Timeline's Playable Graph (call it A)...
Hi If I have the Timeline Window open when I play a customized timeline sequence in 2019.1b10, the Unity Editor will crash. I notice that one of...
I don't seem to have that menu in 2019.1.0b4. I tried installing the jobs package (0.0.7) but it doesn't seem to compile on 2019.1.
Any follow up from the above? I'm on 2019.1.0b4, can't see a way to turn it on... setting somewhere?
Hi I have some code which deals with Playables, without really needing to care about what concrete type the playables they are (eg. I don't care...
Hi, I just tried this too, no luck. Is there a new that this is supported? Cheers
LOL, thanks, not a major feature but would make for some designer smiles around here.
Our animators have asked to be able to color code clips in a timeline, is there a way to do this? So far I've tried TrackColorAttribute on...
Thanks, seant. Is it guaranteed that there is a 1-to-1 relationship between the clips and assets? ie. multiple clips won't reuse the same asset?
Hi, I have custom tracks/behaviours/assets, and would like to able to skip to the current clip based off in-game events. For example, if I have a...