Hello, Edit, title is misleading. Apologies. Is there a simple way to skip a Timeline sequence? Say, if a Timeline is triggered, is there a way to assign a key command that would allow the user to skip the sequence and still have the events from the timeline triggered? Thanks in advance, Nathan
Not sure exactly what you mean by events triggered, but could you move the time on the playableDirector to at/near the end?
I'm using some custom components that enable and disable different components. So if the player were to skip the given Timeline sequence I would like it that all commands that were to be sent through a sequence would still be completed even though the sequence didn't play through it's entire course. So as long as I have the final frame with the settings I want what you suggest should work. How would I move the time to the end of the clip through a key command?
To evaluate the last frame of the timeline, you can do something like playableDirector.time = playableDirector.playableAsset.duration; // set the time to the last frame playableDirector.Evaluate(); // evaluates the timeline playableDirector.Stop(); // deletes the instance of the timeline To have this activate on a key command, you'll probably need a monobehaviour that polls for the key, then executes that.