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What is proper way to work with nested timelines

Discussion in 'Timeline' started by URocks, Oct 31, 2019.

  1. URocks


    May 1, 2014
    I have main timelineA, inside I have 2 control tracks which are controlling TimelineB and TimelineC, where first is playing TimelinB after that is playing TimelineC

    TimelineC has activation track of GameobjectX where the activation track start from the middle section of TimelineC to the end. That means the gameobjectX start deactivated and from middle of timeline activation track activates it.

    My problem is that when i am using Main TimelineA to drive my nested timelines i am expecting that GameobjectX is deactivated from the begining of playing TimelineA.
    But right now as a TimelineA is playing first nested TimelineB my gameobjectX is still activated and only after the slider starts to play second nested TimelineC gameobjectx will deactivates and continue correctly.

    Am I missing something or we need to implement something like hold before-playback behaviours (we already have the after playback ones)
    Last edited: Oct 31, 2019
  2. ewanuno


    May 11, 2017
    with nested timelines you may need to turn off "Control Children" in the parent clip.
  3. seant_unity


    Unity Technologies

    Aug 25, 2015
    That is a current issue with nested timelines. A nested timeline doesn't get evaluated at all until the control track clip is active, so there is no hold or extrapolate behaviour coming out of it. In your case timelineA never changes or evaluates the activation state of the gameObject outside the control track clip for TimelineC.

    This is something we are very much aware of, and are presently evaluating different solutions.
    URocks likes this.