A Timeline track used for playing back animations on an Animator.
applyOffsets | Specifies whether to apply track root motion offsets to all clips on the track. |
inClipMode | Specifies whether the Animation Track has clips, or is in infinite mode. |
matchTargetFields | Specifies which fields to match when aligning root motion offsets of clips. |
openClipOffsetPosition | This represents the root motion position offset of a track in infinite mode. |
openClipOffsetRotation | This represents the root motion rotation offset of a track in infinite mode. |
position | The root motion position offset of the entire track. |
rotation | The root motion rotation offset of the entire track. |
CreateClip | Creates a TimelineClip using an AnimationClip. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
duration | The playback duration in seconds of the instantiated Playable. |
outputs | A description of the outputs of the instantiated Playable. |
isEmpty | Does this track have any clips? |
isSubTrack | Is this track a subtrack? |
muted | Mutes the track, excluding it from the generated PlayableGraph. |
outputs | A description of the outputs of the instantiated Playable. |
parent | The owner of this track. |
timelineAsset | The TimelineAsset this track belongs to. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
CreatePlayable | Implement this method to have your asset inject playables into the given graph. |
CreateDefaultClip | Creates a default clip for this track, where the clip's asset type is based on any TrackClipTypeAttributes marking the track. |
CreateTrackMixer | Creates a mixer used to blend playables generated by clips on the track. |
GetChildTracks | The list of subtracks or child tracks attached to this track. |
GetClips | Returns an enumerable list of clips owned by the track. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
CreateInstance | Creates an instance of a scriptable object. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |