Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

PlayableDirector

class in UnityEngine.Playables

/

Inherits from:Behaviour

/

Implemented in:UnityEngine.DirectorModule


Implements interfaces:IExposedPropertyTable

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Description

Controls playback of Playable objects.

The PlayableDirector is primarily used by the Timeline Package to handle bindings to scene objects and control playback of the PlayableGraph.
The PlayableDirector object builds a PlayableGraph from a PlayableAsset. Once the graph is built, use the PlayableDirector to manage playback of the graph's Playable. To control playback of the PlayableGraph, use:

To be notified of playback state changes, subscribe to:

To handle references between assets and scene objects, PlayableDirector implements IExposedPropertyTable. To set or get bindings, use:

Multiple PlayableDirectors can reference the same PlayableAsset. When this occurs, each PlayableDirector creates its own independent PlayableGraph with its own scene bindings.

The following example demonstrates how to use the Playable Director to bind scene objects to assets and how to control the Playable Graph.

using System;
using UnityEngine;
using UnityEngine.Playables;
using Object = UnityEngine.Object;

[RequireComponent(typeof(PlayableDirector))]
public class PlayableDirectorSample : MonoBehaviour
{
    PlayableDirector m_Director;
    TestPlayableAsset m_TestAsset;

    void Start()
    {
        m_Director = gameObject.GetComponent<PlayableDirector>();
        m_TestAsset = ScriptableObject.CreateInstance<TestPlayableAsset>();
        m_Director.playableAsset = m_TestAsset;
        m_Director.SetGenericBinding(m_TestAsset, gameObject);
        BuildGraphAndPlay();
    }

    void BuildGraphAndPlay()
    {
        m_Director.RebuildGraph();
        if (m_Director.playableGraph.IsValid())
        {
            m_Director.Play();
        }
    }
}

[Serializable]
class TestBehaviour : PlayableBehaviour
{
    public override void OnPlayableCreate(Playable playable) { }

    public override void OnPlayableDestroy(Playable playable) { }
    public Object target { get; set; }
    public override void OnBehaviourPlay(Playable playable, FrameData info)
    {
        base.OnBehaviourPlay(playable, info);
        if (target != null)
        {
            Debug.Log($"{target.name}-{info.frameId}");
        }
    }
}

[Serializable]
class TestPlayableAsset : PlayableAsset
{
    public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)
    {
        ScriptPlayable<TestBehaviour> behavior = ScriptPlayable<TestBehaviour>.Create(graph);
        var director = owner.GetComponent<PlayableDirector>();
        Object target = director.GetGenericBinding(this);
        behavior.GetBehaviour().target = target;
        return behavior;
    }
}

Properties

durationThe duration of the currently connected Playable in seconds.
extrapolationModeControls how the time is incremented when it goes beyond the duration of the playable.
initialTimeThe time at which the Playable should start when first played.
playableAssetThe PlayableAsset that is used to instantiate a playable for playback.
playableGraphThe PlayableGraph created by the PlayableDirector.
playOnAwakeWhether the playable asset will start playing back as soon as the component awakes.
stateThe current playing state of the component. (Read Only)
timeThe component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. You can also change this value manually.
timeUpdateModeControls how time is incremented when playing back.

Public Methods

ClearGenericBindingClears the binding of a reference object.
ClearReferenceValueClears an exposed reference value.
DeferredEvaluateSchedules the PlayableDirector to perform PlayableGraph.Evaluate on the PlayableGraph associated with the PlayableDirector.playableAsset on the next update.
EvaluateImmediately performs PlayableGraph.Evaluate on the PlayableGraph associated with the PlayableDirector.playableAsset at PlayableDirector.time.
GetGenericBindingReturns a binding to a reference object.
GetReferenceValueRetreives an ExposedReference binding.
PausePauses playback of the currently running playable.
PlayInstatiates a Playable using the provided PlayableAsset and starts playback.
RebindPlayableGraphOutputsRebinds each PlayableOutput of the PlayableGraph.
RebuildGraphDiscards the existing PlayableGraph and creates a new instance.
ResumeResume playing a paused playable.
SetGenericBindingSets the binding of a reference object from a PlayableBinding.
SetReferenceValueSets an ExposedReference value.
StopStops playback of the current Playable and destroys the corresponding graph.

Events

pausedEvent that is raised when a PlayableDirector component has paused.
playedEvent that is raised when a PlayableDirector component has begun playing.
stoppedEvent that is raised when a PlayableDirector component has stopped.

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledReports whether a GameObject and its associated Behaviour is active and enabled.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagChecks the GameObject's tag against the defined tag.
GetComponentGets a reference to a component of type T on the same GameObject as the component specified.
GetComponentInChildrenGets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
GetComponentIndexGets the index of the component on its parent GameObject.
GetComponentInParentGets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
GetComponentsGets references to all components of type T on the same GameObject as the component specified.
GetComponentsInChildrenGets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
GetComponentsInParentGets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.

Operators

boolDoes 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.