Legacy Documentation: Version 5.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Playable

struct in UnityEngine.Experimental.Director

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Playables are customizable runtime objects that can be connected together in a tree to create complex behaviours.

Playables can be used to create complex and flexible data evaluation trees. They can be connected together (via Playable.Connect), after which each Playable in the tree can set the "weight" or "influence" of each of its children. Once a tree of Playable is created, it can be "played" by using it with a DirectorPlayer component. (see DirectorPlayer.Play)

Once a Playable (or tree of Playable) is associated with a DirectorPlayer, the player will traverse the Playables one by one. Each time it encounters a Playable in the tree, it will call its PrepareFrame method. This allows the Playable to "prepare itself for the next evaluation". It is during the PrepareFrame stage that each Playable can modify its children (either by adding new inputs or by removing some of them). This enables Playable to "spawn" new children branches in the Playable tree at runtime. This means that Playable trees are not static structures. They can adapt and change over time.

AnimationPlayables are a good example usage of the Playables. They allow existing AnimationClips to be connected together via AnimationPlayableMixers, on the fly. This can be used to programatically create animation behaviours such as locomotion blendtrees. Once a tree of AnimationPlayables is created, it can be passed to an Animator component via the Animator.Play method.

Static Variables

NullA Null Playable used to create empty input connections.

Variables

durationDuration in seconds.
inputCountThe count of inputs on the Playable. This count includes slots that aren't connected to anything. This is equivalent to, but much faster than calling GetInputs().Length.
outputCountThe count of ouputs on the Playable. Currently only 1 output is supported.
stateCurrent PlayState of this playable. This indicates whether the Playable is currently playing or paused.
timeCurrent local time for this Playable.

Public Functions

CastToUse the CastTo method to perform a conversion between compatible Playable types.
DestroyCall this method to release the resources associated to this Playable.
GetInputReturns the Playable connected at the specified index.
GetInputsReturns a lists of the input Playables.
GetInputWeightGet the weight of the Playable at a specified index.
GetOutputReturns the Playable connected at the specified output index.
GetOutputsGet the list of ouputs connected on this Playable.
IsValidReturns true if the Playable is valid. A playable can be invalid if it was disposed. This is different from a Null playable.
SetInputWeightSets the weight of an input.

Static Functions

ConnectConnects two Playables together.
CreateUse this method to create instance of Playables.
DisconnectDisconnects an input from a Playable.
GetTypeOfUse GetTypeOf to get the Type of Playable.

Messages

OnSetPlayStateCallback called when the PlayState has changed
OnSetTimeCallback called when the current time has changed
PrepareFramePrepares the Playable tree for the next frame. PrepareFrame is called before the tree is evaluated.