struct in UnityEngine.Experimental.Director
Handle representing a Playable created in a PlayableGraph. The PlayableHandle implements all general usage Playable methods.
Some Playables are implemented as internal C++ objects but are exposed as C# structs. Using PlayableHandle allows for the possibility of creating Playable graphs without allocating memory in your C# scripts that might later require garbage collection. One downside of using structs as opposed to classes is that structs in C# do not support inheritance. The GetObject method allows you to convert a Playable into its C# class type.
| Null | Used to compare PlayableHandles. |
| duration | The duration of the Playable in seconds. |
| graph | The PlayableGraph that created the playable. |
| inputCount | Gets and Sets the number of inputs for the Playable. |
| isDone | A flag indicating that a playable has completed its operation. |
| outputCount | Gets and Sets the number of outputs for the Playable. |
| playState | When playing, the time will advance in the Playable during evaluation of the graph. |
| speed | Modulates how time is incremented when the Playable is playing. |
| time | The current time of the Playable. |
| Destroy | Destroys the Playable associated with this PlayableHandle. |
| GetInput | Returns the PlayableHandle connected at the given input port index. |
| GetInputWeight | Returns the weight of the Playable connected at the given input port index. |
| GetObject | Returns a Playable representation of the handle. |
| GetOutput | Returns the PlayableHandle connected at the given ouput port index. |
| IsValid | Returns true if the Playable is properly constructed by the PlayableGraph and has not been destroyed. |
| SetInputWeight | Sets the weight of the Playable connected at the given input port index. |