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Timeflow
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  • All Behaviors
  • Field Components
  1. Reference

Behaviors

Reference and guide for all behavior components

PreviousTimeflow PlaybackNextAnimation

Last updated 3 months ago

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 that implement Timeflow features. The are organized into the following categories.

All Behaviors

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

  • MidiCloner - Generate objects from prefabs based on MIDI notes

  • OptimizedLookAt

  • OptimizedRotation

  • RealtimeFulldome

  • RenderCamera

  • SetCanvasCamera

  • SplinePathProvider

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

  • FieldBase - Base class for a field type

  • OptimizedBehavior -

  • PathProvider

  • PlaybackListener

  • TimeBehavior

  • TimeflowBehavior

  • TimeflowDataBehavior

- Align objects in rows and columns with offsets and randomization

- Sequence Unity animation clips

- Utility to store animator information used by Timeflow behaviors

- Animate properties based on audio input

- Defines a sample region to filter audio input

- Provides audio spectrum analysis for audio-reactive input

- Create a soundtrack with optional Timeflow synchronization

- Automatically rotate objects based on velocity and direction changes

- Automatically rotate objects to follow a path or heading

- Create transitions between multiple object and property states

- Add comments to objects to document setups in the editor

- Calculate distance between objects to drive animation behaviors

- Create procedural motion paths based on steering and velocity

- Create dynamic object following and look at behaviors

- Calculate and display frames per second

- Capture and display custom data in the graph view for analysis

- Create unlimited keyframe-based animation tracks

- Dynamically rotate an object towards or matching another object

- Sets the target object for LookAt

- Import a MIDI file

- Listen for and respond to MIDI device input

- Create animation behaviors driven by MIDI input

- Create 3D motion paths with velocity control

BlendUpdate - Extend with custom update scripting

MotionPathNode - Node objects managed by

đŸĒ„
🤖Automation
🔊Audio
🎹MIDI
🏁Rendering
🔧Tools
AlignChildren
AnimationClips
AnimatorInfo
AudioReactive
AudioSample
AudioSpectrum
AudioTrack
AutoBank
AutoRotate
Blend
Comment
Distance
Flyby
Follow
FPSCounter
Graph
Keyframer
LookAt
LookAtTarget
MidiFile
MidiReceiver
MidiTween
MotionPath
Noise
ParticleSystemUpdate
PlaceOnPath
PlaceOnSurface
PropertyLink
RenderQueue
RenderToDisk
Rotator
TimeflowController
TimeflowEvent
TrailRendererUpdate
Tween
VideoPlayerUpdate
Blend
MotionPath
MonoBehaviour
đŸŽžī¸Animation