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.
Timeline Assets are normally played using a
PlayableDirector but Animancer can also play them with a
|Outside of Animancer, Timeline Assets are played using a
||Inside Animancer, Timeline Assets are played using a
|Even with Animancer, this is still often the best way to play Timelines that control multiple characters.||
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 a
Once you have created a Timeline Asset, using it in Animancer is just as easy as playing a single
AnimationClip. You simply use a
PlayableAssetState instead of the usual
The fields here are the same as other Transitions except for the
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.
If the first track of the
TimelineAsset used in a
PlayableAssetState is an Animation Track, it will automatically be applied to the
Animator playing that state so you do not need to set a Binding for it.