Search Unity

Leave As Is post-playback applies at duration?

Discussion in 'Timeline' started by ContractorNation, Sep 6, 2019.

  1. ContractorNation

    ContractorNation

    Joined:
    Feb 18, 2019
    Posts:
    5
    Is "Leave as is" for activation track post-playback state intended to apply the activation state of director.duration even if the director.time value when the playable is stopped is less than the duration?

    I have a CutsceneManager script with an array of PlayableDirectors/Timelines (A, B, C) which activate gameObjects sequentially (animatedly) in the scene and am hoping to easily create a rewind/turnback/removal effect by evaluating a director/timeline (B) at time=0 then stopping it, however interrupting B to return to A actually completes B instead of undoing B.

    And/or any recommended alternative methods for this effect would be much appreciated.