Use the InspectorA Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More info
See in Glossary window to change the name of an Activation track and to set the state of its bound GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary when the TimelineGeneric term within Unity that refers to all features, windows, editors, and components related to creating, modifying, or reusing cut-scenes, cinematics, and game-play sequences. More info
See in Glossary AssetAny media or data that can be used in your game or Project. An asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
See in Glossary finishes playing.
Property: | Function: |
---|---|
Display Name | The name of the Activation track shown in the Timeline Editor windowThe name of the window where you create, modify, and preview a Timeline instance. Modifications to a Timeline instance also affects the Timeline Asset. More info See in Glossary and in the Playable Director component. The Display Name applies to the Timeline AssetRefers to the tracks, clips, and recorded animation that comprise a cinematic, cut-scene, game-play sequence, or other effect created with the Timeline Editor window. A Timeline Asset does not include bindings to the GameObjects animated by the Timeline Asset. The bindings to scene GameObjects are stored in the Timeline instance. The Timeline Asset is Project-based. More info See in Glossary and all of its Timeline instances. You can only modify the Display Name by selecting the Activation track while editing a Timeline instanceRefers to the link between a Timeline Asset and the GameObjects that the Timeline Asset animates in the scene. You create a Timeline instance by associating a Timeline Asset to a GameObject through a Playable Director component. The Timeline instance is scene-based. More info See in Glossary. |
Post-playback state | Use the Post-playback state to set the activation state for the bound GameObject when the Timeline Asset stops playing. The Post-playback state applies to the Timeline Asset and all of its Timeline instances. |
Active | Select to activate the bound GameObject when the Timeline Asset finishes playing. |
Inactive | Select to deactivate the bound GameObject when the Timeline Asset finishes playing. |
Revert | Select to revert the bound GameObject to its activation state before the Timeline Asset began playing. For example, if the Timeline Asset ends with the GameObject set to inactive, and the GameObject was active before the Timeline Asset began playing, then the GameObject reverts to active. |
Leave As Is | Select to set the activation state of the bound GameObject to same state at the end of the Timeline Asset. For example, if the Timeline Asset ends with the GameObject set to inactive, the GameObject remains inactive. |
Did you find this page useful? Please give it a rating: