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Timeflow
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  • Reference
    • đŸ”ĩTimeflow Object
      • đŸĸTracks
      • 🏭Behaviors
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        • 📐Distance
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        • đŸ›Šī¸Flyby
        • 🏃Follow
        • 👀Look At
        • đŸŽ¯Look At Target
        • 🎲Noise
        • 🚊Place On Path
        • đŸī¸Place On Surface
      • 🔊Audio
        • 🔊Audio Track
        • đŸŽŧAudio Spectrum
        • đŸŽĩAudio Sample
        • đŸŽ™ī¸Audio Reactive
      • 🎹MIDI
        • 🎹Midi File
        • đŸĨMidi Tween
        • 📡Midi Receiver
          • đŸŽ›ī¸Minis Setup (New Input System)
          • đŸšĨMidiJack Setup (Legacy Input)
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On this page
  • Look At Target Editor
  • Multiple Targets
  • Scripting
  1. Reference
  2. Behaviors
  3. Automation

Look At Target

Designate an object as the global look at target

PreviousLook AtNextNoise

Last updated 7 months ago

An object with this component automatically becomes the global target for all behaviors. Most commonly this is applied to the main camera or a player object.

Look At Target is only used by instances using Global Target mode.

To add Look At Target to the selected object, use the main menu: Tools > Timeflow > Add > Look At Target

Alternatively, right-click an object in the Timeflow view and select:

Add Automation > Look At Target

Look At Target does not require a since it does not implement any Timeflow behaviors.

Look At Target Editor

Select the object to view it in the Inspector. There are no other settings for Look At Target.

Moving Targets An object with this component may be moved and reparented to dynamically direct the focus of objects looking at it over the course of animation and/or gameplay. This can be achieved by animating the object in Timeflow or with scripting.

Multiple Targets

Multiple objects may have this component, however only 1 may be the active target at any given time. The most recently enabled Look At Target becomes the active one. Objects become active automatically during OnAwake and OnEnable.

When viewing an object that is not the active target, it displays a button to make it active and an object field with a reference to the currently active object, as shown below.

Scripting

It is also possible to set the global target in a script using the following code. See LookAt.cs

LookAt.GlobalTarget = myGameObject;
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đŸŽ¯
Look At
Look At
Timeflow Object
When the object is the current global target, it displays an ACTIVE badge
The object field cannot be edited, however double-clicking it selects and reveals the object in the hierarchy.