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the timeline equivalent to [ExecuteInEditMode]?

Discussion in 'Timeline' started by laurentlavigne, Feb 2, 2020.

  1. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,364
    i want objects that get activated in the activation track to move from y+3 to their initial y following a y motion curve bound to clip time and remain activated at the end of their clip

    how do i do that in the way that demands the least Ui clicks? with code sample.

    i have 100s of object's...
     
    Last edited: Feb 2, 2020
  2. gekidoslayer

    gekidoslayer

    Unity Technologies

    Joined:
    Sep 27, 2016
    Posts:
    134
    if you animate one of them, you can turn that resulting timeline animation into a clip (right click 'convert to clip') and then copy paste that clip onto the other tracks.

    Other option is that you can reuse a single timeline across multiple objects with the same animation - for example you can make a timeline for a single one of the objects, do the animation you want, and then make a prefab of that and re-use it in the scene as many times as you want. Multiple GameObjects can reference a single timeline asset without problems.
     
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  3. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
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    I'm trying that and it works with control track but it doesn't remain on the screen.
    i need the convenience of control track but stay on screen without hundreds of tracks
     
  4. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
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    also I am unable to change the sub timeline duration, as you can see here