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 Animation track, apply an avatar maskA specification for which body parts to include or exclude for an animation rig. Used in Animation Layers and in the importer. More info
See in Glossary, apply track offsets, and to specify the transforms that are matched when matching clip offsets between Animation clipsAnimation data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. More info
See in Glossary.
|Display Name||The name of the Animation track shown in 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 Editor window and in the Playable Director component. The Display Name applies to the Timeline 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 and all of its Timeline instances. You can only modify the Display Name by selecting the Animation track when 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.
Apply Avatar__An interface for retargeting animation from one rig to another. More info
See in Glossary Mask__
|Use this property to enable Avatar masking. When enabled, the animation for all Animation clips on the track are applied based on the selected Avatar Mask.|
|Avatar Mask||Use this property to select the Avatar Mask applied to all Animation clips on the Animation track. An Avatar Mask defines which humanoid body parts are animated by Animation clips on the selected Animation track. The body parts that are masked are animated by other Animation tracks in 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. For example, you can use an Avatar Mask to combine the lower-body animation on an Animation track with the upper body animation on an Override Animation track.
|Apply Track Offsets||Enable Apply Track Offsets to apply the same position and rotation offsets to all Animation clips, on the selected Animation track. There are two methods for applying a track offset: set the position and rotation offsets with gizmosA graphic overlay associated with a GameObject in a Scene, and displayed in the Scene View. Built-in scene tools such as the move tool are Gizmos, and you can create custom Gizmos using textures or scripting. Some Gizmos are only drawn when the GameObject is selected, while other Gizmos are drawn by the Editor regardless of which GameObjects are selected. More info
See in Glossary in the Scene viewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
See in Glossary, or specify the exact position and rotation track offset.
|Move tool||Enable the Move tool to show the Move Gizmo in the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary view. Use the Move Gizmo to visually position the track offset. Positioning the Move Gizmo changes the Position properties.
|Rotate tool||Enable the Rotate tool to show the Rotate Gizmo in the Scene view. Use the Rotate Gizmo to visually rotate the track offset. Rotating the Rotate Gizmo changes the Rotation properties.|
|Position||Use the Position properties to set the track offset in X, Y, and Z coordinates.|
|Rotation||Use the Rotation properties to set the track rotation offset around the X, Y, and Z axes.|
|Clip Offset Match Fields||Expand Clip Offset Match Fields to display a series of checkboxes that choose which transforms are matched when matching clip offsets between Animation clips. The Clip Offset Match Fields set the default matching options for all Animation clips on the same track. Use the Animation Clip playable asset properties to override these defaults for each Animation clip.|
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