Version: 2017.4
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PlayableBehaviour

class in UnityEngine.Playables


Implements interfaces:IPlayableBehaviour

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Description

PlayableBehaviour is the base class from which every custom playable script derives.

A PlayableBehaviour can be used to add user-defined behaviour to a PlayableGraph.

A PlayableBehaviour must be part of a branch of a PlayableGraph that is connected to an output to be active.

In the following example, two AnimationClip are controlled by two AnimationClipPlayable, which are blended by a AnimationMixerPlayable. A custom BlenderPlayableBehaviour is modifying the inputs weigth of the AnimationMixerPlayable every frame.

#pragma strict
public class BlenderPlayableBehaviour extends PlayableBehaviour {
	public var mixerPlayable: AnimationMixerPlayable;
	public override function PrepareFrame(playable: Playable, info: FrameData) {
		var blend: float = Mathf.PingPong(floatplayable.GetTime(), 1.0f);
		mixerPlayable.SetInputWeight(0, blend);
		mixerPlayable.SetInputWeight(1, 1.0f - blend);
		.PrepareFrame(playable, info);
	}
}
public class PlayableBehaviourSample extends MonoBehaviour {
	var m_Graph: PlayableGraph;
	public var clipA: AnimationClip;
	public var clipB: AnimationClip;
	// Use this for initialization
	function Start() {
		// Create the PlayableGraph.
		m_Graph = PlayableGraph.Create();
		// Add an AnimationPlayableOutput to the graph.
		var animOutput: var = AnimationPlayableOutput.Create(m_Graph, "AnimationOutput", GetComponent.<Animator>());
		// Add an AnimationMixerPlayable to the graph.
		var mixerPlayable: var = AnimationMixerPlayable.Create(m_Graph, 2, false);
		// Add two AnimationClipPlayable to the graph.
		var clipPlayableA: var = AnimationClipPlayable.Create(m_Graph, clipA);
		var clipPlayableB: var = AnimationClipPlayable.Create(m_Graph, clipB);
		// This behavior will change the weights of the mixer dynamically.
		var blenderPlayable: var = ScriptPlayable.<BlenderPlayableBehaviour>.Create(m_Graph, 1);
		blenderPlayable.GetBehaviour().mixerPlayable = mixerPlayable;
		// AnimationMixerPlayable.  Also add the BlenderPlayableBehaviour.
		m_Graph.Connect(clipPlayableA, 0, mixerPlayable, 0);
		m_Graph.Connect(clipPlayableB, 0, mixerPlayable, 1);
		m_Graph.Connect(mixerPlayable, 0, blenderPlayable, 0);
		// passthrough to the AnimationMixerPlayable.
		animOutput.SetSourcePlayable(blenderPlayable);
		animOutput.SetSourceInputPort(0);
		// Play the graph.
		m_Graph.Play();
	}
	private function OnDestroy() {
		// Destroy the graph once done with it.
		m_Graph.Destroy();
	}
}
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;

public class BlenderPlayableBehaviour : PlayableBehaviour { public AnimationMixerPlayable mixerPlayable;

public override void PrepareFrame(Playable playable, FrameData info) { float blend = Mathf.PingPong((float)playable.GetTime(), 1.0f);

mixerPlayable.SetInputWeight(0, blend); mixerPlayable.SetInputWeight(1, 1.0f - blend);

base.PrepareFrame(playable, info); } }

public class PlayableBehaviourSample : MonoBehaviour { PlayableGraph m_Graph; public AnimationClip clipA; public AnimationClip clipB;

// Use this for initialization void Start() { // Create the PlayableGraph. m_Graph = PlayableGraph.Create();

// Add an AnimationPlayableOutput to the graph. var animOutput = AnimationPlayableOutput.Create(m_Graph, "AnimationOutput", GetComponent<Animator>());

// Add an AnimationMixerPlayable to the graph. var mixerPlayable = AnimationMixerPlayable.Create(m_Graph, 2, false);

// Add two AnimationClipPlayable to the graph. var clipPlayableA = AnimationClipPlayable.Create(m_Graph, clipA); var clipPlayableB = AnimationClipPlayable.Create(m_Graph, clipB);

// Add a custom PlayableBehaviour to the graph. // This behavior will change the weights of the mixer dynamically. var blenderPlayable = ScriptPlayable<BlenderPlayableBehaviour>.Create(m_Graph, 1); blenderPlayable.GetBehaviour().mixerPlayable = mixerPlayable;

// Create the topology, connect the AnimationClipPlayable to the // AnimationMixerPlayable. Also add the BlenderPlayableBehaviour. m_Graph.Connect(clipPlayableA, 0, mixerPlayable, 0); m_Graph.Connect(clipPlayableB, 0, mixerPlayable, 1); m_Graph.Connect(mixerPlayable, 0, blenderPlayable, 0);

// Use the ScriptPlayable as the source for the AnimationPlayableOutput. // Since it's a ScriptPlayable, also set the source input port to make the // passthrough to the AnimationMixerPlayable. animOutput.SetSourcePlayable(blenderPlayable); animOutput.SetSourceInputPort(0);

// Play the graph. m_Graph.Play(); }

private void OnDestroy() { // Destroy the graph once done with it. m_Graph.Destroy(); } }

Public Methods

OnBehaviourDelayThis function is called when the Playable play state is changed to PlayState.Delayed.
OnBehaviourPauseThis function is called when the Playable play state is changed to PlayState.Paused.
OnBehaviourPlayThis function is called when the Playable play state is changed to PlayState.Playing.
OnGraphStartThis function is called when the PlayableGraph that owns this PlayableBehaviour starts.
OnGraphStopThis function is called when the PlayableGraph that owns this PlayableBehaviour stops.
OnPlayableCreateThis function is called when the Playable that owns the PlayableBehaviour is created.
OnPlayableDestroyThis function is called when the Playable that owns the PlayableBehaviour is destroyed.
PrepareDataThis function is called during the PrepareData phase of the PlayableGraph.
PrepareFrameThis function is called during the PrepareFrame phase of the PlayableGraph.
ProcessFrameThis function is called during the ProcessFrame phase of the PlayableGraph.