struct in UnityEngine.Playables
Use the PlayableGraph to manage Playable creations and destructions.
|Connects two Playable instances.
|Destroys the graph.
|Destroys the PlayableOutput.
|Destroys the Playable.
|Destroys the Playable and all its inputs, recursively.
|Disconnects the Playable. The connections determine the topology of the PlayableGraph and how it is evaluated.
|Evaluates all the PlayableOutputs in the graph, and updates all the connected Playables in the graph.
|Returns the name of the PlayableGraph.
|Get PlayableOutput at the given index in the graph.
|Get PlayableOutput of the requested type at the given index in the graph.
|Returns the number of PlayableOutput in the graph.
|Get the number of PlayableOutput of the requested type in the graph.
|Returns the number of Playable owned by the Graph.
|Returns the table used by the graph to resolve ExposedReferences.
|Returns the Playable with no output connections at the given index.
|Returns the number of Playable owned by the Graph that have no connected outputs.
|Returns how time is incremented when playing back.
|Indicates that a graph has completed its operations.
|Indicates that a graph is presently running.
|Returns true if the PlayableGraph has been properly constructed using PlayableGraph.CreateGraph and is not deleted.
|Plays the graph.
|Changes the table used by the graph to resolve ExposedReferences.
|Changes how time is incremented when playing back.
|Stops the graph, if it is playing.
|Creates a PlayableGraph.