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PlayableDirector: Stop vs Pause

Discussion in 'Timeline' started by tarahugger, Jul 2, 2018.

  1. tarahugger


    Jul 18, 2014
    I noticed that if i call Stop() on a PlayableDirector it seems set the graph to Null, and i assume its been disposed as the output .IsOutputValid() becomes false. Are they supposed to get rebuilt every time Play()/Stop() is cycled?

    In my case i am re-configuring an output with a mixer for blending and so having to rebuild and redo all that work every time stop is called seems like a bad idea. The better option, particularly if they're heavily re-used seems to be to call Pause() and then set the time back to 0 manually before hitting play() again.

    Are there any consequences to either approach we should know about?
  2. julienb


    Unity Technologies

    Sep 9, 2016
    The playable graph generated by timeline is destroyed when Stop() is called; when a timeline finishes playing, we expect it not to leave any traces behind.

    There is no problem in pausing the timeline and resetting its time to 0 if you restart your timeline frequently. This will avoid creating/destroying a playable graph on each cycle.
    tarahugger likes this.