class in UnityEngine.Timeline
/
Inherits from:Playables.PlayableAsset
Implements interfaces:IPlayableAsset, IPropertyPreview, ITimelineClipAsset
Asset that generates playables for controlling time-related elements on a GameObject.
This playable optionally controls ParticleSystem, PlayableDirectors and Activation from a GameObject. Users can also specify a Prefab that will be instantiated, and parented to the the sourceObject if specified.
| active | Indicate if the playable will use Activation. | 
| particleRandomSeed | Let the particle systems behave the same way on each execution. | 
| postPlayback | Indicates the active state of the gameObject when the Timeline is stopped. | 
| prefabGameObject | Prefab object that will be instantiated. | 
| searchHierarchy | Indicate whether to search the entire hierachy for controlable components. | 
| sourceGameObject | GameObject in the scene to control, or the parent of the instantiated prefab. | 
| updateDirector | Indicate if user wants to control PlayableDirectors. | 
| updateITimeControl | Indicates that whether Monobehaviours implementing ITimeControl on the gameObject will be controlled. | 
| updateParticle | Indicates if user wants to control ParticleSystems. | 
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? | 
| name | The name of the object. | 
| duration | The playback duration in seconds of the instantiated Playable. | 
| outputs | A description of the outputs of the instantiated Playable. | 
| GetInstanceID | Returns the instance id of the object. | 
| ToString | Returns the name of the GameObject. | 
| CreatePlayable | Implement this method to have your asset inject playables into the given graph. | 
| Destroy | Removes a gameobject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| CreateInstance | Creates an instance of a scriptable object. | 
| bool | Does the object exist? | 
| operator != | Compares if two objects refer to a different object. | 
| operator == | Compares two object references to see if they refer to the same object. | 
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