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Question by PChapman · Jan 31, 2018 at 11:43 PM · timelinerequestfeatures

Timeline Parameters?

We're trying to use Timelines in a more dynamic way than is supported by retargeting just the outputs. ControlTracks, for instance have a ParentObject parameter that I can't figure out how to set from script.

Would it make sense to add something like the Parameters from Mecanim state machines to Timelines so the clips can use GenericBindings to refer to arbitrarily named input parameters? That'd be awesome.

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Answer by seant_unity · Feb 01, 2018 at 12:22 PM

Here's an example of how to do set the parent object. Any scene references in a timeline asset, are stored inside the playableDirector in the scene.

     public void SetControlTrackParent(PlayableDirector director, TimelineClip clip, GameObject go)
     {
         var controlTrackAsset = clip.asset as ControlPlayableAsset;
         if (controlTrackAsset != null)
         {
             var propertyID = controlTrackAsset.sourceGameObject.exposedName;
             director.SetReferenceValue(propertyID, go);
         }
     }

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avatar image PChapman · Feb 01, 2018 at 03:15 PM 0
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Thanks. Iterating over all the clips in the track is cumbersome, but it will work.

avatar image a1ndy · Mar 16, 2018 at 07:10 AM 0
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When to invoke this function?Before invoking director.Play()?

avatar image seant_unity a1ndy · Mar 16, 2018 at 11:22 AM 0
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Yes, if it's already playing you will need to stop and restart.

avatar image a1ndy · Mar 16, 2018 at 12:03 PM 0
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Thanks.I mistook to pass a transform to the SetReferenceValue function before and it didn't work.

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