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problem with signals in nested timelines

Discussion in 'Timeline' started by ewanuno, Sep 19, 2019.

  1. ewanuno

    ewanuno

    Joined:
    May 11, 2017
    Posts:
    58
    setup:
    i have a project with nested timelines on GameObjects 3 levels deep:
    parent(child(grandchild1, grandchild2)
    the grandchildren have signal markers that send a signal to it's signal receiver which calls PayableDirector.Pause on the Parent.

    the parent has an event trigger that sends it PlayableDirector.Start when a canvas gets a PointerClick

    how it should work:
    the timelines should play until a signal marker pauses the parent timeline and restart when the user clicks the display.

    the problem:

    This works as i expected for grandchild1, but when the timeline gets to grandchild2, after the first signal marker, the the signal is continualy retriggered every few frames.

    i have made a sandbox project containing nothing else to illustrate this problem
    https://drive.google.com/file/d/1u4SSiwy05diWoLhHzhaIcazqmg2O8kso/view?usp=sharing
     
  2. seant_unity

    seant_unity

    Unity Technologies

    Joined:
    Aug 25, 2015
    Posts:
    1,516
    Turn the 'Control Children' toggle off on your control track clips. The parent and the child are both trying to manipulate the grandchild directors.
     
  3. ewanuno

    ewanuno

    Joined:
    May 11, 2017
    Posts:
    58
    thanks, that sorted it.