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what's the best way to pause timeline without release control over animation and CineMachine

Discussion in 'Timeline' started by wechat_os_Qy07vWtrY_ubJ16UAOzS3k0vo, Dec 7, 2018.

  1. wechat_os_Qy07vWtrY_ubJ16UAOzS3k0vo

    wechat_os_Qy07vWtrY_ubJ16UAOzS3k0vo

    Joined:
    Dec 7, 2018
    Posts:
    1
    so,the problem with PlayableDirector.Pause() is that it release control of the timeline,animation reset to the animator current state,and CineMachince virtual camera no longer override the camera.if you use Director.playableGraph.GetRootPlayable(0).SetSpeed(0),the Cinemachine track override won't released.but for the animation track,the animation just freezed.character no longer play any animation,just purely 3d model displayed there.over all,Pause() and SetSpeed(0) won't work for the Pause as expected.is there any other way to Pause the timeline properly,like the real 'Pause' does,hold the animator state override,and the CineMachine override as well.