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    Class ControlPlayableAsset

    Playable Asset that generates playables for controlling time-related elements on a GameObject.

    Inheritance
    object
    Object
    ScriptableObject
    PlayableAsset
    ControlPlayableAsset
    Implements
    IPlayableAsset
    IPropertyPreview
    ITimelineClipAsset
    Inherited Members
    PlayableAsset.outputs
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.Timeline
    Assembly: Unity.Timeline.dll
    Syntax
    [Serializable]
    public class ControlPlayableAsset : PlayableAsset, IPlayableAsset, IPropertyPreview, ITimelineClipAsset

    Fields

    active

    Indicate whether GameObject activation is controlled

    Declaration
    [SerializeField]
    public bool active
    Field Value
    Type Description
    bool

    directorOnClipEnd

    Which action to apply to the PlayableDirector at the end of the control clip.

    Declaration
    [SerializeField]
    public DirectorControlPlayable.PauseAction directorOnClipEnd
    Field Value
    Type Description
    DirectorControlPlayable.PauseAction
    See Also
    DirectorControlPlayable.PauseAction

    particleRandomSeed

    Random seed to supply particle systems that are set to use autoRandomSeed

    Declaration
    [SerializeField]
    public uint particleRandomSeed
    Field Value
    Type Description
    uint
    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
    [SerializeField]
    public ActivationControlPlayable.PostPlaybackState postPlayback
    Field Value
    Type Description
    ActivationControlPlayable.PostPlaybackState

    prefabGameObject

    Prefab object that will be instantiated.

    Declaration
    [SerializeField]
    public GameObject prefabGameObject
    Field Value
    Type Description
    GameObject

    searchHierarchy

    Indicates whether to search the entire hierarchy for controllable components.

    Declaration
    [SerializeField]
    public bool searchHierarchy
    Field Value
    Type Description
    bool

    sourceGameObject

    GameObject in the scene to control, or the parent of the instantiated prefab.

    Declaration
    [SerializeField]
    public ExposedReference<GameObject> sourceGameObject
    Field Value
    Type Description
    ExposedReference<GameObject>

    updateDirector

    Indicates whether playableDirectors are controlled.

    Declaration
    [SerializeField]
    public bool updateDirector
    Field Value
    Type Description
    bool

    updateITimeControl

    Indicates whether Monobehaviours implementing ITimeControl will be controlled.

    Declaration
    [SerializeField]
    public bool updateITimeControl
    Field Value
    Type Description
    bool

    updateParticle

    Indicates whether Particle Systems will be controlled.

    Declaration
    [SerializeField]
    public bool updateParticle
    Field Value
    Type Description
    bool

    Properties

    clipCaps

    Returns the capabilities of TimelineClips that contain a ControlPlayableAsset

    Declaration
    public ClipCaps clipCaps { get; }
    Property Value
    Type Description
    ClipCaps

    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
    double
    Overrides
    PlayableAsset.duration

    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

    Overrides
    PlayableAsset.CreatePlayable(PlayableGraph, GameObject)

    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

    OnEnable()

    This function is called when the object is loaded.

    Declaration
    public void OnEnable()

    Implements

    IPlayableAsset
    IPropertyPreview
    ITimelineClipAsset
    In This Article
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