Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

All bound objects in timeline show 'None', but binding exists and timelines work properly

Discussion in 'Timeline' started by keganheiss, Oct 26, 2020.

  1. keganheiss

    keganheiss

    Joined:
    Jun 23, 2017
    Posts:
    7
    Hello! I have project that uses timelines, and has been working without issue. Recently when I viewed a timeline object in one of my scenes I discovered that it appeared as if all the bound objects had become unassigned; every timeline track showed 'None (GameObject)' or 'None(Animator)' in its binding field. I attempted to re-bind the objects and animators, but the binding did not appear to 'stick'.

    When I tested the scene, I discovered the timeline worked as it should. All the bindings were actually preserved, but the object name was not displayed in the timeline binding fields in each track.

    Here's a screenshot of what the timeline panel looks like:

    upload_2020-10-26_10-43-43.png

    I have attempted to create new timeline objects with new .playables, and the issue persists. Dragging an object from the hierarchy into the timeline panel allows me to create animation or activation tracks for that object, but the track's binding field shows 'None (GameObject)'.

    I am unsure what version the project was in when this issue started, as I have been working on other aspects of the project and updated Unity versions several times without working with timelines. The version I first noticed the issue with was Unity 2019.3. After noticing the issue I updated to 2020.1.9f1, but the issue has persisted through the update.

    I created a new project to see if I could reproduce the issue, and I could not. In a clean project on 2020.1.9f1 the timeline panel shows the names of bound objects in each channel. Furthermore, when I brought a .playable from my old project into the new test project, it displays the bound objects' names properly.

    Sooo.... it has to be something specific to my project, but I'm stumped as to what it could be.
     
  2. keganheiss

    keganheiss

    Joined:
    Jun 23, 2017
    Posts:
    7
    I just did one more test - a new scene in the original project still won't show the name of bound objects in the timeline view. I tested this both with fresh timeline playables and previously created ones. In all cases the binding works, but the track in the timeline panel shows 'None (Game Object)' instead of the name of the game object.
     
  3. seant_unity

    seant_unity

    Unity Technologies

    Joined:
    Aug 25, 2015
    Posts:
    1,516
    Which version of Timeline are you using? I believe this is a known issue that has been addressed in a later version of 1.2, which is why it did not persist in a new project.
     
  4. keganheiss

    keganheiss

    Joined:
    Jun 23, 2017
    Posts:
    7
    That was the problem! We were still on 1.2; I didn't think to check if Timeline had a separate update. Thanks so much!
     
  5. Gruntled

    Gruntled

    Joined:
    May 11, 2020
    Posts:
    4
    I'm having a similar issue as OP in Unity 2019.4.21f1, the packages manager says 1.2.18, is there a newer version for the version of Unity I'm using?

    I believe it might be related? When I'm in the timeline prefab it looks fine but as soon as I exit back to the main scene, then all the objects I added to the timeline gets renamed to None (Game Object), and I have to drag/reassign back to them to rename them to get them to work and apply overrides..
     
  6. reigenatk2121

    reigenatk2121

    Joined:
    Apr 2, 2021
    Posts:
    2
    Same issue here, using 2019.3.7f1, timeline is at 1.7.1. I tried all the other versions of timeline though and it still won't work, so I'm assuming its because of my Unity version.

    Unity removes everything that I drag and drop into the timeline, the instant I unload the scene or play it :(

    Edit: Solved, console said this "Cross scene references are not supported: 'TimelineManager' in scene Commons has an invalid reference to 'Player' in scene PersistantScene. This reference will not be saved in the scene."

    So the reason mine wasn't saving the bindings was because I was trying to reference objects across different scenes (I have one persistent scene and the other scenes switch in, and I was tryna reference stuff in the persistent scene, from my temporary scene)
     
    Last edited: Aug 8, 2022