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Question by KristofferH · Oct 14, 2019 at 03:32 PM · timelinemarkersignal

Execute Signals and Markers in Edit mode?

When I play my timeline in the timeline editor neither the signals or the markers are being executed, I have to enter play mode in Unity first in order to make it work. I've tried using [ExecuteAlways] for my custom marker but it does not help. Here is the marker code.

 [ExecuteAlways]
 public class ProfileMarker : Marker, INotification
 {
     public PropertyName id => new PropertyName();
 }

Here is the receiver code.

 [ExecuteAlways]
 public class ProfileMarkerReceiver : MonoBehaviour, INotificationReceiver
 {
     public void OnNotify(Playable origin, INotification notification, object context)
     {
         double markerTime = ((Marker)notification).time;
         Debug.Log("Marker Time: " + markerTime);
         transform.GetComponent<PlayableDirector>().Pause();
         transform.GetComponent<PlayableDirector>().time = markerTime;
     }
 }


Any ideas on how to make t$$anonymous$$s work in Edit mode?

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Answer by KristofferH · Oct 15, 2019 at 01:33 PM

Oh, I find the solution using NotificationFlags.TriggerInEditMode, you can see an example of t$$anonymous$$s here

https://github.com/Unity-Technologies/TimelineMarkerCustomization/blob/master/Assets/6-JumpMarker/JumpMarker.cs

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