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    Class TimelinePlayable

    The root Playable generated by timeline.

    Inheritance
    object
    PlayableBehaviour
    TimelinePlayable
    Implements
    IPlayableBehaviour
    ICloneable
    Inherited Members
    PlayableBehaviour.OnGraphStart(Playable)
    PlayableBehaviour.OnGraphStop(Playable)
    PlayableBehaviour.OnPlayableCreate(Playable)
    PlayableBehaviour.OnPlayableDestroy(Playable)
    PlayableBehaviour.OnBehaviourDelay(Playable, FrameData)
    PlayableBehaviour.OnBehaviourPlay(Playable, FrameData)
    PlayableBehaviour.OnBehaviourPause(Playable, FrameData)
    PlayableBehaviour.PrepareData(Playable, FrameData)
    PlayableBehaviour.ProcessFrame(Playable, FrameData, object)
    PlayableBehaviour.Clone()
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEngine.Timeline
    Assembly: Unity.Timeline.dll
    Syntax
    public class TimelinePlayable : PlayableBehaviour, IPlayableBehaviour, ICloneable

    Methods

    Compile(PlayableGraph, Playable, IEnumerable<TrackAsset>, GameObject, bool, bool)

    Compiles the subgraph of this timeline

    Declaration
    public void Compile(PlayableGraph graph, Playable timelinePlayable, IEnumerable<TrackAsset> tracks, GameObject go, bool autoRebalance, bool createOutputs)
    Parameters
    Type Name Description
    PlayableGraph graph

    The playable graph to inject the timeline.

    Playable timelinePlayable

    The timeline playable injected into the graph

    IEnumerable<TrackAsset> tracks

    The list of tracks to compile

    GameObject go

    The GameObject that initiated the compilation

    bool autoRebalance

    In the editor, whether the graph should account for the possibility of changing clip times

    bool createOutputs

    Whether to create PlayableOutputs in the graph

    Create(PlayableGraph, IEnumerable<TrackAsset>, GameObject, bool, bool)

    Creates an instance of a Timeline

    Declaration
    public static ScriptPlayable<TimelinePlayable> Create(PlayableGraph graph, IEnumerable<TrackAsset> tracks, GameObject go, bool autoRebalance, bool createOutputs)
    Parameters
    Type Name Description
    PlayableGraph graph

    The playable graph to inject the timeline.

    IEnumerable<TrackAsset> tracks

    The list of tracks to compile

    GameObject go

    The GameObject that initiated the compilation

    bool autoRebalance

    In the editor, whether the graph should account for the possibility of changing clip times

    bool createOutputs

    Whether to create PlayableOutputs in the graph

    Returns
    Type Description
    ScriptPlayable<TimelinePlayable>

    A subgraph with the playable containing a TimelinePlayable behaviour as the root

    PrepareFrame(Playable, FrameData)

    Overridden to handle synchronizing time on the timeline instance.

    Declaration
    public override void PrepareFrame(Playable playable, FrameData info)
    Parameters
    Type Name Description
    Playable playable

    The Playable that owns the current PlayableBehaviour.

    FrameData info

    A FrameData structure that contains information about the current frame context.

    Overrides
    PlayableBehaviour.PrepareFrame(Playable, FrameData)

    Implements

    IPlayableBehaviour
    ICloneable
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