đŸĒ„Behaviors

Reference and guide for all behavior components

Most of the features in Timeflow are presented through behavior components applied to game objects. Each one presents unique abilities integrated with the timeline, which interoperate to create everything from simple to complex animations and interactions.

Behaviors are components based on MonoBehaviour that implement Timeflow features. The are organized into the following categories.

đŸŽžī¸Animation🤖Automation🔊Audio🎹MIDI🏁Rendering🔧Tools

All Behaviors

Following is a comprehensive alphabetical listing of all behaviors in Timeflow:

Field Components

These are empty fields that can be used to store values and calculations with Channel Link and other special use cases.

  • BoolField

  • ColorField

  • ComponentField

  • FloatField

  • GameObjectField

  • RectField

  • StringField

  • Vector2Field

  • Vector3Field

  • Vector4Field

There are additional behavior classes which are not included in the list above because they are base classes and should not be used directly on game objects. These include:

  • AxonGenesisBehavior - Base class for all behaviors to improve MonoBehaviour

  • BlendUpdate - Extend Blend with custom update scripting

  • FieldBase - Base class for a field type

  • MotionPathNode - Node objects managed by MotionPath

  • OptimizedBehavior -

  • PathProvider

  • PlaybackListener

  • TimeBehavior

  • TimeflowBehavior

  • TimeflowDataBehavior

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