This is a Pro-Only Feature: you can try it out in the Unity Editor with Animancer Lite, but it will not be available in runtime builds unless you purchase Animancer Pro.
Unity's Timeline package is a sequencing system that can manage things like animations, audio, particle systems, and other events in order to develop things like cut-scenes and cinematics.
Disclaimer
Unfortunately, Timeline was not really designed for use outside of the PlayableDirector
component and the limited documentation doesn't make any mention of how it should be handled, meaning that Animancer's implementation is based on quite a bit of guesswork (particularly the Bindings system). So feel free to use any of the Help links to ask questions and report bugs, but keep in mind that some issues simply can't be solved by Animancer.
Usage
Timeline Assets are normally played using a PlayableDirector
but Animancer can also play them with a PlayableAssetState
:
PlayableDirector |
PlayableAssetState |
---|---|
Outside Animancer, Timeline Assets are played using a PlayableDirector component as explained in the official Timeline Tutorial. |
Inside Animancer, Timeline Assets are played using PlayableAssetState s as explained in the Introduction state of the Platformer Game Kit. |
Even with Animancer, this is still often the best way to play Timelines that control multiple characters since there is usually no need for such things to interact directly with Animancer. | This is the recommended approach for Timelines that only control a single character that is already being controlled using Animancer since it fits right in with that character's other animation states. As with all other States, you can get aPlayableAsset timeline; and manually create a new PlayableAssetState(timeline); , but Transitions (specifically PlayableAssetTransition ) are often easier to use, especially if the Timeline has tracks that require Bindings. |
Example
Instructions for creating Timeline Assets can be found in the Timeline Documentation and the official Timeline Tutorial so it will not be explained here.
Once you have created a Timeline Asset, using it in Animancer is just as easy as playing a single AnimationClip
. You simply use a PlayableAssetTransition
or PlayableAssetState
instead of the usual ClipTransition
or ClipState
.
Code | Inspector |
---|---|
|
The fields here are the same as other Transitions except for the Bindings field which is explained below. |
The Platformer Game Kit uses a Timeline for its Introduction State.
Bindings
Timelines can contain multiple "Tracks" which each control a different object in the scene. Since a TimelineAsset
is an asset, it can't directly reference scene objects so whatever plays it needs to specify its bindings to assign the object each track controls.
- The easiest way to assign the bindings is to use a
PlayableAssetTransition
which shows fields for them in the Inspector, but you can also access thePlayableAssetState.Bindings
list in scripts. - The
Animator
component being used by Animancer should never be assigned as a binding because that would take control away from Animancer and not return it afterwards. The system will log a warning if this happens. - If the first track of the
TimelineAsset
used in aPlayableAssetState
is an Animation Track, it will automatically be applied to theAnimator
playing that state so you do not need to set a Binding for it. - Using a Markers track requires a
PlayableDirector
component to be attached to the same object as theAnimator
even though the Timeline is being played through Animancer.
Exposed References
Some Timeline tracks such as Control Tracks can actually control multiple objects which means they can't use Bindings because there's only one of those per track. Instead, they use a separate Exposed References system which is actually hidden inside the PlayableDirector
component. The following video shows how you can assign a reference and can then see it in the PlayableDirector
if you set the Inspector to Debug mode:
Unfortunately, this is one of the parts of Timeline which is directly tied to the PlayableDirector
component so it's not possible for Animancer to store its own Exposed References. But it's at least possible to have a PlayableDirector
just for storing Exposed References and tell Animancer's PlayableGraph
to use it by simply adding an ExposedPropertyTable
component (which will automatically disable the PlayableDirector
):
The Timeline window works differently depending on what you select:
- If you select a
TimelineAsset
in the Project window, you won't be able to edit its Control Tracks properly because it won't know where to get or store the Exposed References (they can't be stored in the asset because assets can't reference scene objects). - If you select a
GameObject
with aPlayableDirector
in the scene, then its Exposed References will be accessible in the Timeline window.
So if you want to edit the Exposed References used by a particular TimelineAsset
, you can simply assign it to the Playable
field on the PlayableDirector
even if that component is disabled because you want to play the Timeline through Animancer instead:
Note that Exposed References are never cleared. That means it won't lose the references if you assign a different TimelineAsset
to edit, but it also means that references won't be removed even if nothing is using them (unless you manually remove them using the Inspector in Debug mode).