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Timeline Mixer Documentation
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Timeline Mixer supports adding and removing TimelineAssets at runtime, allowing timelines to be dynamically loaded, disconnected, or destroyed as needed.
This enables workflows such as conditional cutscenes, dynamic animation systems, or memory-conscious runtime setups.
To add a timeline at runtime, call AddTimeline and provide the TimelineAsset to load:
This registers the timeline with the Timeline Mixer and builds its playable graph.
If useDirectorBindings is set to true, the Playable Director will be searched for matching track bindings and they will be applied automatically. All tracks with valid bindings will complete their graph construction.
If useDirectorBindings is false, no bindings are applied automatically:
To bind or rebind tracks manually, use RebindTrack:
To reconnect tracks that don't support bindings, use null as the bound object
timelineMixer.RebindTrack("timelineName", "trackName", null);
If a binding is found but is null, you may still need to rebind the track manually or assign the binding in the editor using the edit button next to the timeline field on the Timeline Mixer Component.
To completely disconnect a track from the playable graph use DisconnectTrack
A disconnected track remains part of the timeline but is no longer connected to its mixer or output.
If all tracks on a timeline are disconnected, the timeline will remain loaded but inactive. The Timeline Mixer Window will display a warning indicating that the timeline has no active bindings.
Note: Muting a track in the Timeline editor is not the same as disconnecting it.
Muted tracks are not built by Timeline at runtime, and Timeline Mixer will not detect or manage them.
To completely remove a timeline from the component, use RemoveTimeline
This will:
Once removed, the timeline must be added again using AddTimeline if it is needed later.