In this video tutorial about the Unity 2017 Timeline Editor I show how to record a playable timeline asset and how to play it dynamically using a C# script.

Follow along the video to see how to record a playable using the timeline editor.

After the asset is created I add a trigger to a different GameObject and on entering this trigger with my player I use the Playable API of the PlayableDirector-class to play the recorded timeline asset.

Here is the code you can use in your own project:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;

public class TimelineStarter : MonoBehaviour {

    public GameObject Snake;

    private void OnTriggerEnter(Collider other)
    {
        PlayableDirector pd = Snake.GetComponent<PlayableDirector>();
        if(pd != null)
        {
            pd.Play();
        }
    }
}

Add this code to a script that is attached to the GameObject with the trigger.

The PlayableDirector has a bool property called Play on Awake. Be sure to set this to false (disable checkbox) so that it is not played when the game is started.

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