Playable that controls the active state of a GameObject.
Track that can be used to control the active state of a GameObject.
A Playable Asset that represents a single AnimationClip clip.
A Timeline track used for playing back animations on an Animator.
PlayableAsset wrapper for an AudioClip in Timeline.
A Timeline track that can play AudioClips.
Playable Asset that generates playables for controlling time-related elements on a GameObject.
A Track whose clips control time-related elements on a GameObject.
Use this attribute to customize the appearance of a Marker.
Playable Behaviour used to control a PlayableDirector.
A group track is a container that allows tracks to be arranged in a hierarchical manner.
Use this attribute to hide a class from Timeline menus.
Use Marker as a base class when creating a custom marker.
Use this track to add Markers bound to a GameObject.
Apply this to a PlayableBehaviour class or field to indicate that it is not animatable.
Playable that synchronizes a particle system simulation.
A PlayableTrack is a track whose clips are custom playables.
Playable that controls and instantiates a Prefab.
An asset representing an emitted signal. A SignalAsset connects a SignalEmitter with a SignalReceiver.
Marker that emits a signal to a SignalReceiver.
Listens for emitted signals and reacts depending on its defined reactions.
Use this track to emit signals to a bound SignalReceiver.
A PlayableBehaviour that manages a component that implements the ITimeControl interface
A PlayableAsset that represents a timeline.
Properties of the timeline that are used by the editor
Represents a clip on the timeline.
The root Playable generated by timeline.
Use this PlayableBehaviour to send notifications at a given time.
A PlayableAsset representing a track inside a timeline.
Extension methods for TrackAssets
Specifies the type of object that should be bound to a TrackAsset.
Specifies the type of PlayableAsset that a TrackAsset derived class can create clips of.
Attribute used to specify the color of the track and its clips inside the Timeline Editor.
Interface implemented by markers.
Implement this interface to change the behaviour of an INotification.
Interface used to inform the Timeline Editor about potential property modifications that may occur while previewing.
Implement this interface in a PlayableAsset to specify which properties will be modified when Timeline is in preview mode.
Interface that can be implemented by MonoBehaviours indicating that they receive time-related control calls from a PlayableGraph.
Implement this interface to support advanced features of timeline clips.
The state of a GameObject's activeness when a PlayableGraph stops.
Specify what state to leave the GameObject in after the Timeline has finished playing.
Whether the source AnimationClip loops during playback.
Describes the timeline features supported by a clip
Flags specifying which offset fields to match
Use these flags to specify the notification behaviour.
How the duration of the timeline is determined.
How blend curves are treated in an overlap
How the clip handles time outside its start and end range.
Options for track binding
Describes what is used to set the starting position and orientation of each Animation Track.