⌚
Timeflow
  • ⌚Introduction
  • 📗User Guide
    • â–ļī¸Getting Started
      • ✅Requirements
      • âŦ‡ī¸Installation
      • 🚀Quick Start
      • âœī¸Workflow
      • đŸŽŦRender Pipeline
      • â¯ī¸Editor vs Runtime
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      • â›‘ī¸Potential Issues
      • ⚡Optimization
      • 🔨3rd Party Tools
      • đŸ”ĸUpgrading Guide
    • â„šī¸Timeflow Editor
      • đŸŽ›ī¸Menu Bar
      • â˛ī¸Time
      • Local Time Scope
      • 🧰Work Area
      • âš™ī¸Settings
      • âŗUpdate Settings
      • đŸ“ēDisplay Lists
      • đŸ”ģMarkers
      • đŸ”ĩObject
      • 🏭Managed Objects
      • ⚡Quick Select Objects
      • âš’ī¸Tools
    • đŸŽŦTimeflow View
      • 🔩Toolbar
        • 🔑Auto Keyframing
        • â¯ī¸Play Controls
        • đŸĨ…Work Area
        • â¯ī¸Current Time
        • đŸŽŧMusical Timing
        • 🌐Grid and Snap
        • 🔸Keyframe Values
        • đŸ”ģMarkers
      • â˛ī¸Timeline
      • 📐Time Navigation
      • Local Time Scope
      • 🎏Track View
      • â†˜ī¸Selection
      • 📰Object Panel
      • đŸ“ēDisplay Lists
      • 🍱Channels
      • đŸŖProperties
      • 🔗Channel Link
      • đŸšĨSwitches
      • 📅Values Column
      • đŸ›¤ī¸Tracks
      • 🔸Keyframes
      • đŸ“ļAlignment Tools
      • ⌛Time Offset
      • đŸ”ĸInfo Panel
      • 📉Graph View
      • âœ‚ī¸Keyframe Tools
    • 🍰Menus & Shortcuts
      • 📃Context Menus
        • â†–ī¸Select Menu
        • 📰Object Menu
        • 🍱Channel Menu
        • đŸ›¤ī¸Tracks Menu
        • 🔸Keyframes Menu
        • đŸ”ģMarkers Menu
        • 📰View Menu
        • 📰Events Menu
        • đŸĨ…Work Area Menu
      • đŸ—ƒī¸File Menu
      • âš’ī¸Timeflow Menu
        • đŸ•ēAdd Behavior
        • đŸ”ļAnimation
        • 🍱Composition
        • đŸ“ēDisplay
        • ⏊Jump To
        • 👨‍đŸ‘Ļ‍đŸ‘ĻHierarchy
        • 🌐Mesh
        • 👉Select
        • 📚Tracks
        • 🌈Track Colors
        • â†”ī¸Transform
        • đŸ‘ī¸Visibility
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      • đŸ”ĩGame Objects Menu
      • đŸŽ›ī¸Presets
      • âš™ī¸Preferences
        • Assets
        • ⌛Time
        • đŸŗī¸â€đŸŒˆTracks
        • âšĒObjects
        • 🧮Channels
        • đŸ”ļKeyframes
        • 🔠Input
        • đŸ“ĨImport
        • đŸ–ŧī¸Rendering
        • đŸŽ›ī¸Overrides
        • 🍱Extras
      • *ī¸âƒŖKeyboard Shortcuts
        • Managing Shortcuts
      • âœ´ī¸Quick Menu
  • Reference
    • đŸ”ĩTimeflow Object
      • đŸĸTracks
      • 🏭Behaviors
      • ⏰Events
      • đŸ—ƒī¸Channels
    • 💃Timeflow Controller
      • đŸŽžī¸Timeflow Playback
    • đŸĒ„Behaviors
      • đŸŽžī¸Animation
        • 🔸Keyframer
        • â†”ī¸Tween
        • 🔀Blend
        • đŸŽĸMotion Path
        • đŸ‘¯Animation Clips
        • 🌴Animator Blend Trees
        • 😁Blend Shapes
      • 🤖Automation
        • 🛸Auto Bank
        • 🧭Auto Rotate
        • 📐Distance
        • ⏰Event
        • 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)
      • 🏁Rendering
        • đŸŽžī¸Render To Disk
        • 📋Render Queue
        • đŸ“Ŋī¸Video Encoding
        • 💡Tips & Optimizations
        • âēī¸Unity Recorder
      • 🔧Tools
        • â„šī¸Animator Info
        • 🧮Align Children
        • đŸ’ŦComment
        • #ī¸âƒŖFPS Counter
        • 📈Graph
        • 🔗Property Link
        • 🔄Rotator
        • ✨Particle System Update
        • 🌈Trail Renderer Update
        • đŸ“ēVideo Player Update
    • đŸ—ƒī¸Precomposing
    • 🏭Prefabs
    • đŸŽ›ī¸Editor Overrides
      • 🏹Transform Editor Override
    • 🔌Integrations
      • đŸ§™â€â™‚ī¸Adventure Creator
      • đŸŽ›ī¸MIDI Jack | Minis
      • đŸ¤ēSpine Animation
      • đŸ“Ŋī¸Unity Timeline
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    • đŸĒSamples
      • đŸ•šī¸Demo App
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      • 🏓Physics
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    • 📖Glossary
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On this page
  • ADSR
  • Behaviors
  • Channels
  • Keyframes
  • Objects
  • Tracks
  • Interpolation Modes
  • None
  • Linear
  • Ease In
  • Ease Out
  • Ease In Out'
  • Ease In Expo
  • Ease Out Expo
  • Ease In Out Expo
  • Ease In Circle
  • Ease Out Circle
  • Ease In Out Circle
  • Animation Curve
  • Use Channel Curve
  1. Reference

Glossary

Reference for common terms and definitions

PreviousVisual Effect Graph (VFX)NextScripting

Last updated 8 months ago

ADSR

ADSR is an acronym for Attack, Decay, Sustain, and Release. This is commonly used in electronic music and frequently referred to as an envelope. It controls the timing of each note played from its onset to completion. This results in a rising and falling value over time, from off to on to off again, represented as a normalized value from 0 to 1. This is illustrated in the diagram below.

Behaviors

Channels

A channel most often maps to a specific property value with keyframe data or procedurally generated animation. Each channel is displayed in its own horizontal row in the Timeflow view, listed under each object. Channels themselves are not components but rather a special data type created and managed by component behaviors. Some behaviors such as Keyframer may have any number of channels, while other behaviors such as Tween may only have 1.

Keyframes

A keyframe represents a point of data in time associated with an animation channel. In Timeflow this is a unique data object not to be confused with Unity's keyframe object. Keyframes can store various numeric or reference values and are designed to be highly flexible and work across a range of data types. This provides users greater creative freedom to change channel types and mappings without losing or having to recreate animation data.

Objects

Tracks

Interpolation Modes

Selects a method of blending from one value to another.

None

This mode does not interpolate but acts more like an on/off switch. The value changes at the midpoint of the interpolation.

Linear

Ease In

All Ease methods are based on quadratic curves.

Ease Out

Ease In Out'

Ease In Expo

Ease Out Expo

Ease In Out Expo

Ease In Circle

Ease Out Circle

Ease In Out Circle

Animation Curve

Use Channel Curve

This uses the channel animation in Timeflow for interpolation.

Note that this mode requires a keyframe channel and may not be applicable with all behaviors.

The graph above shows linear interpolation but may be customized for easing in and out. For more information, see and .

Any component that defines animation or other behaviors for Timeflow must derive from the base class. This builds upon Unity’s standard using class inheritance with custom virtual methods to integrate with Timeflow.

Officially named , so as not to be confused with other object types, this is the base component required to receive timing updates. It acts as a container for behaviors and channels on the object. It manages all timing and update calls relative to its place in the hierarchy and Timeflow context. All behaviors require an active TimeflowObject to function.

Every has a channel displayed in the Timeflow view. This controls the active state of the object and its behaviors. The track concept is inspired by industry standard audio and graphics production tools, though has unique differences as explained in more detail in the documentation.

The following examples demonstrate what each curve looks like using .

When this mode is selected, a Unity may be used to customize interpolation.

📖
Midi Tween
Midi Receiver
TimeflowObject
TimeflowObject
Track
Track View
Tween
Animation Curve
MonoBehaviour
TimeflowBehavior
Note that Attack, Decay, and Release are each time values (in seconds) while Sustain is a level of intensity 0-1