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If there is no line number attached, then the error could be occurring while the graph is playing (i.e. there is no managed code causing it). I...
No, it wouldn't help. You can move the character in LateUpdate(). The problem is timeline is writing the root, but that occurs between Update()...
That makes more sense. Thanks for clarifying. So, what I think is happening is because timeline always uses root motion it writes to GameObject,...
Yes - Signals are only triggered when the timeline is played, not when it is scrubbed. Using signals for method calls is fine, but if you are...
Root motion means it will apply the delta of the current animation root curves to the actual root transform, instead of writing an absolute value....
In 2021.1, audio in timeline properly follows Time.timeScale, including pausing where there is a timeScale of 0 provided the playableDirector...
DirectorWrap.Hold may be the problem. It keeps repeatedly evaluating the timeline on the last frame, and causes post-playback state not to be...
If I understand correctly, you'd like to capture not just the activeness state of the objects but other values in components on the gameObjects...
In edit mode the animator controller doesn't run, so it will only blend out to the animator controller in playmode. If the behavior is unchanged...
You can place them in different timelines on different animation tracks, but in editor preview, only the preview from one track will be applied....
This is how the timeline / playableDirector pairing works. The playableDirector contains bindings between the tracks and the components they...
When you delete the track or clip that created the recorded timeline, it should be removed as well. Make sure you 'Save Project' afterwards. The...
If only it were that simple. Timeline doesn't apply the animation. The animator does - Timeline just supplies the animation graph. So when the...
The loop is just blindly replaying the timeline, so the ease is still being applied, and blending to either the animator or a default pose....
That's a possibility. Timeline plays in addition to the animator controller, not in place of.
Unfortunately there hasn't been any work to address this and there is nothing planned in the near term to address it. Timeline 1.4 does have...
No, you are not missing anything. There is no provided tool that arbitrability blends timelines together. It's possible, but not straightforward,...
That's a good way to solve it. That will reset the view settings of each timeline. If it is a time range problem (it might be), pressing A or F to...
There's a few things that may help Set the playable director Update mode to DSP graph, if it's not. This plays timeline off the audio clock, like...
_playableDirector.SetGenericBinding(cinemachineTrack, sceneCamera); where sceneCamera is the cinemachine brain you would like to bind the track to.