class in UnityEngine.Playables
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|The duration of the Playable in seconds.
|Controls how the time is incremented when it goes beyond the duration of the playable.
|The time at which the Playable should start when first played.
|The PlayableAsset that is used to instantiate a playable for playback.
|The PlayableGraph created by the PlayableDirector.
|Whether the playable asset will start playing back as soon as the component awakes.
|The current playing state of the component. (Read Only)
|The component's current time. This value is incremented according to the PlayableDirector.timeUpdateMode when it is playing. You can also change this value manually.
|Controls how time is incremented when playing back.
|Clears the binding of a reference object.
|Clears an exposed reference value.
|Tells the PlayableDirector to evaluate it's PlayableGraph on the next update.
|Evaluates the currently playing Playable at the current time.
|Returns a binding to a reference object.
|Retreives an ExposedReference binding.
|Pauses playback of the currently running playable.
|Instatiates a Playable using the provided PlayableAsset and starts playback.
|Rebinds each PlayableOutput of the PlayableGraph.
|Discards the existing PlayableGraph and creates a new instance.
|Resume playing a paused playable.
|Sets the binding of a reference object from a PlayableBinding.
|Sets an ExposedReference value.
|Stops playback of the current Playable and destroys the corresponding graph.
|Event that is raised when a PlayableDirector component has paused.
|Event that is raised when a PlayableDirector component has begun playing.
|Event that is raised when a PlayableDirector component has stopped.
|Enabled Behaviours are Updated, disabled Behaviours are not.
|Reports whether a GameObject and its associated Behaviour is active and enabled.
|The game object this component is attached to. A component is always attached to a game object.
|The tag of this game object.
|The Transform attached to this GameObject.
|Should the object be hidden, saved with the Scene or modifiable by the user?
|The name of the object.
|Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
|Checks the GameObject's tag against the defined tag.
|Gets a reference to a component of type T on the same GameObject as the component specified.
|Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
|Gets the index of the component on its parent GameObject.
|Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
|Gets references to all components of type T on the same GameObject as the component specified.
|Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
|Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
|Calls the method named methodName on every MonoBehaviour in this game object.
|Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
|Gets the component of the specified type, if it exists.
|Gets the instance ID of the object.
|Returns the name of the object.
|Removes a GameObject, component or asset.
|Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
|Do not destroy the target Object when loading a new Scene.
|Retrieves any active loaded object of Type type.
|Retrieves the first active loaded object of Type type.
|Returns the first active loaded object of Type type.
|Retrieves a list of all loaded objects of Type type.
|Gets a list of all loaded objects of Type type.
|Clones the object original and returns the clone.
|Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.