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You could add a StateMachineBehaviour to the state of the animation to which you want to associate a sound. Eg: using UnityEngine; public...
Issue should have been fixed in latest versions of 5.4...
You can keyframe directly in the Animation window, especially for a simple case like that. This third party tutorial (disclaimer; I've only...
There is also a good summary a bit further down thread...
You can change the state's speed multiplier instead. You'll need to expose it as a property, as explained in this post:...
If you have access to the source code, one option is to upgrade gradually from version 2 to 3, then 3 to 4, then 4 to 5, testing every step of the...
You'll need to take the speed into account when setting the m_ClipPlayable.time too. I think clipTime = info.time*speed+ startTime does the...
Yeah, it's just a little toy demo I cobbled together. (I wanted to substract the duration instead of just setting the start time for a smoother...
Hi, You can do this using the CustomPlayables (Documentation found here: http://docs.unity3d.com/540/Documentation/Manual/Playables-Custom.html)...
Which version are you using? I've tested a simplified scenario of what you describe in 5.4b15, and it seems to work fine. We fixed several...
Link to the issue, if you want to follow up on its resolution....
It *is* a regression. It's been logged and our team will look at that soon (regressions are always our priority). Thanks for pointing us in the...
I've reproduced the problem and logged it as a regression. It will be fixed in high priority, and I'm writing a test right now to make sure it...
Let me look into that. I'll get back to you asap.
This is an internal (outdated) document. Official version is here: http://docs.unity3d.com/Manual/Playables.html
Documentation for the feature can be found here: http://docs.unity3d.com/Manual/Playables.html