Class AnimationTrack | DOTS Timeline | 0.8.0-preview.1
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    Class AnimationTrack

    Inheritance
    Object
    TrackAsset
    DOTSTrack
    AnimationTrack
    Inherited Members
    DOTSTrack.ConvertTrack(ConversionContext, ActiveRange)
    DOTSTrack.DeclareReferencedPrefabs(ConversionContext, List<GameObject>)
    DOTSTrack.GatherProperties(PlayableDirector, IPropertyCollector)
    TrackAsset.m_Clips
    TrackAsset.OnBeforeTrackSerialize()
    TrackAsset.OnAfterTrackDeserialize()
    TrackAsset.GetClips()
    TrackAsset.GetChildTracks()
    TrackAsset.CreateCurves(String)
    TrackAsset.CreateTrackMixer(PlayableGraph, GameObject, Int32)
    TrackAsset.CreatePlayable(PlayableGraph, GameObject)
    TrackAsset.CreateDefaultClip()
    TrackAsset.CreateClip<T>()
    TrackAsset.DeleteClip(TimelineClip)
    TrackAsset.CreateMarker(Type, Double)
    TrackAsset.CreateMarker<T>(Double)
    TrackAsset.DeleteMarker(IMarker)
    TrackAsset.GetMarkers()
    TrackAsset.GetMarkerCount()
    TrackAsset.GetMarker(Int32)
    TrackAsset.OnCreateClip(TimelineClip)
    TrackAsset.CalculateItemsHash()
    TrackAsset.CreatePlayable(PlayableGraph, GameObject, TimelineClip)
    TrackAsset.GetAnimationClipHash(AnimationClip)
    TrackAsset.start
    TrackAsset.end
    TrackAsset.duration
    TrackAsset.muted
    TrackAsset.mutedInHierarchy
    TrackAsset.timelineAsset
    TrackAsset.parent
    TrackAsset.isEmpty
    TrackAsset.hasClips
    TrackAsset.hasCurves
    TrackAsset.isSubTrack
    TrackAsset.outputs
    TrackAsset.curves
    TrackAsset.locked
    TrackAsset.lockedInHierarchy
    TrackAsset.supportsNotifications
    Namespace: Unity.Timeline.Animation
    Syntax
    public class AnimationTrack : DOTSTrack, ISerializationCallbackReceiver, IPropertyPreview, ICurvesOwner, ILayerable

    Fields

    BlendingMode

    Declaration
    public BlendingMode BlendingMode
    Field Value
    Type Description
    Unity.Animation.BlendingMode

    Priority

    Declaration
    [Tooltip("The priority of this track relative to other animation tracks that affect the same output. By default, priorities are defined by order within the timeline.")]
    [Range(-1000F, 1000F)]
    public int Priority
    Field Value
    Type Description
    Int32

    RootMotionOffsets

    Declaration
    [Space]
    public RootMotionOffsets RootMotionOffsets
    Field Value
    Type Description
    RootMotionOffsets

    Skeleton

    Declaration
    public RigComponent Skeleton
    Field Value
    Type Description
    Unity.Animation.Hybrid.RigComponent

    Weight

    Declaration
    public WeightBehaviour Weight
    Field Value
    Type Description
    WeightBehaviour

    Methods

    Convert(ConversionContext)

    Declaration
    public override void Convert(ConversionContext context)
    Parameters
    Type Name Description
    ConversionContext context
    Overrides
    DOTSTrack.Convert(ConversionContext)

    CreateLayerMixer(PlayableGraph, GameObject, Int32)

    Declaration
    public Playable CreateLayerMixer(PlayableGraph graph, GameObject go, int inputCount)
    Parameters
    Type Name Description
    PlayableGraph graph
    GameObject go
    Int32 inputCount
    Returns
    Type Description
    Playable

    GetRigComponent(PlayableDirector)

    Finds the rig component that the animation track will use to built the track. If it has a bound rig, it will use that, otherwise it will search the bindings

    Declaration
    public RigComponent GetRigComponent(PlayableDirector director)
    Parameters
    Type Name Description
    PlayableDirector director
    Returns
    Type Description
    Unity.Animation.Hybrid.RigComponent

    Extension Methods

    TrackAssetExtensions.GetActiveClipsFromAllLayers(TrackAsset)
    TrackAssetExtensions.GetClipsFromAllLayers(TrackAsset)
    TrackAssetExtensions.GetMainTrack(TrackAsset)
    TrackAssetExtensions.GetLayerIndex(TrackAsset)
    TrackAssetExtensions.GetTrackOutputIndex(TrackAsset)
    TrackAssetExtensions.GetMarkersInRange<T>(TrackAsset, ActiveRange)
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