AnimationTrack

class in UnityEngine.Timeline

/

Inherits from:Timeline.TrackAsset

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Description

A Timeline track used for playing back animations on an Animator.

Variables

applyAvatarMaskSpecifies whether to apply the AvatarMask to the track.
avatarMaskSpecifies an AvatarMask to be applied.
eulerAnglesThe euler angle representation of the root motion rotation offset of the entire track.
inClipModeSpecifies whether the Animation Track has clips, or is in infinite mode.
matchTargetFieldsSpecifies which fields to match when aligning root motion offsets of clips.
openClipOffsetEulerAnglesThe euler angle representation of the root motion rotation offset of the track when in infinite mode.
openClipOffsetPositionThis represents the root motion position offset of a track in infinite mode.
openClipOffsetRotationThis represents the root motion rotation offset of a track in infinite mode.
positionThe root motion position offset of the entire track.
rotationThe root motion rotation offset of the entire track.
trackOffsetSpecifies what is used to set the starting position and orientation of an Animation Track.

Public Functions

CreateClipCreates a TimelineClip using an AnimationClip.
CreateRecordableClipCreates a TimelineClip, AnimationPlayableAsset and an AnimationClip. Use this clip to record in a timeline.

Inherited members

Variables

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.
durationThe playback duration in seconds of the instantiated Playable.
outputsA description of the outputs of the instantiated Playable.
isEmptyDoes this track have any clips?
isSubTrackIs this track a subtrack?
lockedThe local locked state of the track.
lockedInHierarchyThe locked state of a track. (Read Only)
mutedMutes the track, excluding it from the generated PlayableGraph.
outputsA description of the outputs of the instantiated Playable.
parentThe owner of this track.
timelineAssetThe TimelineAsset this track belongs to.

Public Functions

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.
CreatePlayableImplement this method to have your asset inject playables into the given graph.
CreateClipCreates a clip on the track with a custom playable asset attached, whose type is specified by T. Throws an InvalidOperationException if the specified type is not supported by the track.
CreateDefaultClipCreates a default clip for this track, where the clip's asset type is based on any TrackClipTypeAttributes marking the track.
CreateTrackMixerCreates a mixer used to blend playables generated by clips on the track.
GetChildTracksThe list of subtracks or child tracks attached to this track.
GetClipsReturns an enumerable list of clips owned by the track.

Protected Functions

OnAfterTrackDeserializeOverride this method to receive a callback after Unity deserializes your track.
OnBeforeTrackSerializeOverride this method to receive a callback before Unity serializes your track.
OnCreateClipCalled when a clip is created on a track. Use this method to set default values on a timeline clip, or on it's PlayableAsset.

Static Functions

DestroyУдаляет GameObject, Component или Asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.
CreateInstanceCreates an instance of a scriptable object.

Operators

boolDoes 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.

Messages

AwakeThis function is called when the ScriptableObject script is started.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.