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Timeline basic operations

Discussion in 'Timeline' started by AhrenM, Jul 13, 2017.

  1. AhrenM

    AhrenM

    Joined:
    Aug 30, 2014
    Posts:
    74
    Hi all,

    I'm trying to find some doco on how to perform some basic actions on a timeline.

    My current head scratchers are:
    1) Drive a mechanim parameter
    2) Set a property on a behavior
    3) Call a method on a behavior

    With these you can pretty much do anything, but at the moment I'm kind of stumped on how to use timeline to actually drive a game??

    A.
     
  2. seant_unity

    seant_unity

    Unity Technologies

    Joined:
    Aug 25, 2015
    Posts:
    1,516
    By behaviour, do you mean PlayableBehaviour or MonoBehaviour?

    You would need custom tracks to do this. The default playables package on the asset store has some examples (not exactly what you are looking for, but it's a starting point).
     
  3. AhrenM

    AhrenM

    Joined:
    Aug 30, 2014
    Posts:
    74
    Thanks for the ping back Sean. From what I can see of Timeline right now, it doesn't seem to embrace the concept of an event or action that occurs at a specific point. Please correct me if I'm wrong. Even the name playables implies 'over time'. Where if I'm integrating with pre-existing game systems that's often not the case. Those systems already know what to do I just need them orchestrated in a cool way :)

    It's a partially philosophical point, but maybe something to consider.
     
  4. seant_unity

    seant_unity

    Unity Technologies

    Joined:
    Aug 25, 2015
    Posts:
    1,516
    Yes, you are correct. Right now timeline doesn't have the concept of an event, but it's something in the pipeline.