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Oh I see... Unfortunately, there is no way to add a submenus/subgroups. I looked at the code and only the name of the signal asset is used to...
You can set the object bound to a track with SetGenericBinding: foreach (TrackAsset track in timelineAsset.GetOutputTracks()) { if (track is...
You can use the DisplayName attribute and '/' to create a submenu: using System.ComponentModel; using UnityEngine.Timeline;...
That is correct; when creating clips manually, the blend values have to be calculated manually too if there is an overlap. In the project, the...
You can use this method to reveal a track. Each group track that is part of a track's hierarchy will be opened. This can be done using the public...
Even though the animated value is indeed a float, the property path points to a list (m_animCustomProperties) of elements of a custom class type...
That is correct. Classes that derive from ScriptableObject and Monobehaviour need to be in separate .cs files. This is a limitation of Unity's...
Animating arrays or lists is not supported by the animation system. See this manual page about supported animatable properties.
I'm not able to reproduce this bug; I'll ask you to please open a bug report.
I can animate a material's emission color (Timeline version 1.7.2) using an Animation track. Is this what you were trying to do? [ATTACH] If you...
BindStreamProperty will not work with Timeline (the data is written in AnimationControllerPlayable and Timeline doesn't use this playable). To...
The menu entries associated to recording ("Add key", "Remove key", etc.) are added to menus for property fields. In your custom inspector, you...
That is correct, PlayableDirector.GetGenericBinding(track) will get the object bound to a track. PlayableAssets, including TimelineAsset, cannot...
The track binding is not available in OnBehaviourPlay and OnBehaviourPause. You can access the binding during ProcessFrame (as playerData)....
You don't need a custom inspector to rename a track. For tracks that do not have a custom inspector, Timeline will automatically assign a default...
Ciro's blog post gives a good overview of Timeline-related objects and concepts. PlayableBehaviour.OnBehaviourPlay is called when the clip...
Let's say we have the following components: public class BaseComponent : MonoBehaviour { } public class DerivedComponent : BaseComponent { } I...
I don't see a way to combine both steps (duplicate track + replace gameobject references) into one single operation. However, you can still add a...
Since version 1.4.0, bindings are duplicated when pasting a track. It is possible to copy all tracks in a timeline and paste those to a new...
Timeline needs huge improvements in a lot of areas. Signals/events is one of those areas, I agree. The Timeline editor UI is also another area...