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more elegant way to pass an async operation to another playable behaviour?

Discussion in 'Timeline' started by laurentlavigne, Nov 9, 2020.

  1. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,364
    I'm currently driving the scene loading then a few seconds later the scene activation (async) via a scriptable object (i call them data pipes)
    Is there a more elegant way to pass reference from one timeline playable behaviour to the next?
     
  2. seant_unity

    seant_unity

    Unity Technologies

    Joined:
    Aug 25, 2015
    Posts:
    1,516
    Not that I can think of. That seems as good of a solution as any.