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How to know when a timeline is complete ?

Discussion in 'Timeline' started by Kiupe, Sep 4, 2017.

  1. camirving

    camirving

    Joined:
    Jan 20, 2014
    Posts:
    81
    It's very simple: Unity doesn't actually use their engine for games. Stuff like this is never going to get fixed because why should they when Timeline works perfectly for isolated tech demo videos?
     
    Ishimine, xiao-xxl and Carwashh like this.
  2. chisely

    chisely

    Joined:
    Jan 14, 2016
    Posts:
    5
    I've been working with Timeline for the past week and 90% of this time was spent looking for community solutions to problems that should have been fixed 3 years ago.

    Want parameters in signals? Nope, not supported, buy this 18 euro asset from the assetstore.

    Need OnComplete event? Here's a workaround that works in 1 of 3 director modes.

    Unity please, get it together. We need these features.
     
  3. nehvaleem

    nehvaleem

    Joined:
    Dec 13, 2012
    Posts:
    210
    yeah, video player has something like loopPointReached - why timeline can't have something similiar?
     
  4. R1PFake

    R1PFake

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    Aug 7, 2015
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    So a few years ago (around 2018) they promised:
    - A new completion event, that works with all modes (loop, hold)
    - Update to the documentation of the stopped event, to mention that it will not work with loop or hold mode
    - More states than Playing, Paused to detect the different between a "real" Paused and Paused because of "editor time isn't advancing"

    They told use to use a workaround by placing a signal at the end instead of adding a completion event, which is absurd, because we would have to manually place it on every timeline

    Today, year 2021, we have:
    - No promised completion event that works for all modes, still only stopped
    - The stopped documentation sounds very basic / generic and doesn't mention anything about loop or hold mode
    - Still the same states (Playing, Paused)

    I have a question:
    Did anything of the timline implementation change, so that these promised changes are not needed anymore, if so what's the new "correct" way to check if it is done (for all modes).

    I can live with using workarounds, but please don't promise anything if you don't care enough to actually implement it, especially something like a completion event which should be trivial to add on your side.
     
    Last edited: Aug 23, 2021
    ribbanya, truncoat, xiao-xxl and 4 others like this.
  5. xiao-xxl

    xiao-xxl

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    Nov 16, 2018
    Posts:
    48
    Years have passed, has Unity solved this small problem? No. Unity only knows to engage in some high-impact things that can fool investors, and doesn't pay attention to community opinions at all.
     
    Ishimine and yaojianzhou like this.
  6. hippocoder

    hippocoder

    Digital Ape Moderator

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    Apr 11, 2010
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    29,545
    The children of mono are left to wander the timelines as the FAITHFUL pray to the LORDS of DOTS!

    (You will have to try workarounds)
     
  7. Midiphony-panda

    Midiphony-panda

    Joined:
    Feb 10, 2020
    Posts:
    212
    Bump
    (I also had to implement custom workarounds and watch the Timeline playing to know when it is actually completed)
     
  8. pojoih

    pojoih

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    Mar 30, 2013
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    206
    I want to dig this up from the grave to annoy ppl who are responsible as Timeline is now a package, so it shouldn't be that hard to put a onlooppointreached action in here as I'm debugging my stopped, paused and played events for the fifth time now just to be remembered that nothing of this will get triggered at the end of a timeline.
     
  9. Ishimine

    Ishimine

    Joined:
    Mar 15, 2015
    Posts:
    4
    2022, no callback in sight...as usual the developers are so uptight about their design decisions regarding their tools, that they don't even address this extremely common problems that the users perceive on the way their software is expected to work... and decide to just ignore us.
    And no... registering to PlayableDirector.stopped, and then putting an if statement to check if it really is the end of the timeline or a call to the Stop method is not a solution.
    im not even goint to talk about the "add a signal", solution just plain ridiculous...
    Tools have to HELP the user to achieve something in a more efficient way, not ADD extra steps
     
    DeadCastles and Carwashh like this.
  10. khan-amil

    khan-amil

    Joined:
    Mar 29, 2012
    Posts:
    179
    Hopefully contrarily to other packages and services the team working on timeline is more than just an intern split on 5 projects while the team is working on shinier timelines for Unity 2024.
     
    Midiphony-panda likes this.
  11. camirving

    camirving

    Joined:
    Jan 20, 2014
    Posts:
    81
    Hello! I come from the future. Just give up on using Timelines- they will break horribly on 2023.3 and importing the timeline package will turn your project unusable. They did however release yet another cinematic video with the help of some clever engine modifications and source hackery so the shareholders are happy!

    Just use animators and animation clips. Save yourself from this horrible future. Use Unity like it's Unity 5 and you're safe.
     
  12. Donitry9257

    Donitry9257

    Joined:
    Jun 2, 2021
    Posts:
    2
    my god! 5 years passed, Have we still not found a way? kill me please!
     
  13. DeadCastles

    DeadCastles

    Joined:
    Sep 23, 2019
    Posts:
    7
    GIVE US AN ON-COMPLETE FEATURE PLEASE!!!
     
  14. KuanMi

    KuanMi

    Joined:
    Feb 25, 2020
    Posts:
    10
    I can't believe this problem is still unresolved. I can't wait to see if timelines are used in Gigaya.:(
     
  15. R1PFake

    R1PFake

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    Aug 7, 2015
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    482
    It was kinda cancelled, so we will never know
     
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