Class ControlPlayableAsset
Playable Asset that generates playables for controlling time-related elements on a GameObject.
Inheritance
Namespace: UnityEngine.Timeline
Syntax
[Serializable]
public class ControlPlayableAsset : PlayableAsset, IPropertyPreview, ITimelineClipAsset
Fields
active
Indicate whether GameObject activation is controlled
Declaration
public bool active
Field Value
| Type | Description |
|---|---|
| System.Boolean |
particleRandomSeed
Random seed to supply particle systems that are set to use autoRandomSeed
Declaration
public uint particleRandomSeed
Field Value
| Type | Description |
|---|---|
| System.UInt32 |
Remarks
This is used to maintain determinism when playing back in timeline. Sub emitters will be assigned incrementing random seeds to maintain determinism and distinction.
postPlayback
Indicates the active state of the GameObject when Timeline is stopped.
Declaration
public ActivationControlPlayable.PostPlaybackState postPlayback
Field Value
| Type | Description |
|---|---|
| ActivationControlPlayable.PostPlaybackState |
prefabGameObject
Prefab object that will be instantiated.
Declaration
public GameObject prefabGameObject
Field Value
| Type | Description |
|---|---|
| GameObject |
searchHierarchy
Indicates whether to search the entire hierarchy for controllable components.
Declaration
public bool searchHierarchy
Field Value
| Type | Description |
|---|---|
| System.Boolean |
sourceGameObject
GameObject in the scene to control, or the parent of the instantiated prefab.
Declaration
public ExposedReference<GameObject> sourceGameObject
Field Value
| Type | Description |
|---|---|
| ExposedReference<GameObject> |
updateDirector
Indicates whether playableDirectors are controlled.
Declaration
public bool updateDirector
Field Value
| Type | Description |
|---|---|
| System.Boolean |
updateITimeControl
Indicates whether Monobehaviours implementing ITimeControl will be controlled.
Declaration
public bool updateITimeControl
Field Value
| Type | Description |
|---|---|
| System.Boolean |
updateParticle
Indicates whether Particle Systems will be controlled.
Declaration
public bool updateParticle
Field Value
| Type | Description |
|---|---|
| System.Boolean |
Properties
clipCaps
Returns the capabilities of TimelineClips that contain a ControlPlayableAsset
Declaration
public ClipCaps clipCaps { get; }
Property Value
| Type | Description |
|---|---|
| ClipCaps |
Implements
duration
Returns the duration in seconds needed to play the underlying director or particle system exactly once.
Declaration
public override double duration { get; }
Property Value
| Type | Description |
|---|---|
| System.Double |
Methods
CreatePlayable(PlayableGraph, GameObject)
Creates the root of a Playable subgraph to control the contents of the game object.
Declaration
public override Playable CreatePlayable(PlayableGraph graph, GameObject go)
Parameters
| Type | Name | Description |
|---|---|---|
| PlayableGraph | graph | PlayableGraph that will own the playable |
| GameObject | go | The GameObject that triggered the graph build |
Returns
| Type | Description |
|---|---|
| Playable | The root playable of the subgraph |
GatherProperties(PlayableDirector, IPropertyCollector)
Called by the Timeline Editor to gather properties requiring preview.
Declaration
public void GatherProperties(PlayableDirector director, IPropertyCollector driver)
Parameters
| Type | Name | Description |
|---|---|---|
| PlayableDirector | director | The PlayableDirector invoking the preview |
| IPropertyCollector | driver | PropertyCollector used to gather previewable properties |
Implements
OnEnable()
This function is called when the object is loaded.
Declaration
public void OnEnable()