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Signal Emitters in edit mode?

Discussion in 'Timeline' started by Aaron-Meyers, Sep 23, 2019.

  1. Aaron-Meyers

    Aaron-Meyers

    Joined:
    Dec 8, 2009
    Posts:
    305
    Is there any way to get signals to emit on the timeline in edit mode? For objects that are designated as [ExecuteInEditMode], it would be majorly helpful. Because you can't modify timelines at runtime, I find it much more effective to iterate on the timings of a sequence while in edit mode, but without having signal emitters be able to function while in edit mode, I'm missing out on a lot of functionality that they unlock in this workflow.
     
  2. seant_unity

    seant_unity

    Unity Technologies

    Joined:
    Aug 25, 2015
    Posts:
    1,516
    Actually you can. Changing a timeline in playmode causes the changes to be applied.

    Unfortunately, not without scripting it explicitly.
     
  3. Aaron-Meyers

    Aaron-Meyers

    Joined:
    Dec 8, 2009
    Posts:
    305
    Awesome... in the past I have had some pretty mixed results rearranging things on the timeline at runtime, but I just tested moving/adding signals while it was running and it worked so that is great! Thank you!
     
  4. ewanuno

    ewanuno

    Joined:
    May 11, 2017
    Posts:
    58
    can't you just set the signal reciever to "runtime and editmode"?
     
  5. MXZEHN

    MXZEHN

    Joined:
    Feb 10, 2021
    Posts:
    2
    Yes you can, however it doesn't change anything
     
  6. landosilva

    landosilva

    Joined:
    Oct 23, 2014
    Posts:
    5
    What do you mean by "scripting it explicitly"?