Channels
Lists all channels on the object or behavior.
Last updated
Lists all channels on the object or behavior.
Last updated
This provides a helpful overview of an object's animation channels with additional settings and editing features.
The Channels section provides a convenient way of inspecting channel setup and data. Some behaviors such as Keyframer also display a Channels section in the editor, however will only show the channels it manages. Whereas the TimeflowObject shows all channels on the object. In either case the channels may be edited the same.
Use the up and down arrow buttons in the Channel list to reorder them.
In most cases the order of channels doesn't matter, however there may be times that it is advantageous to rearrange them. This can be to display them in a specific order and also determines which channels are processed first.
Expand the foldout arrow to view details for any channel listed. Channels that support keyframing also display a list of keyframe times and values for direct editing.
This option is only available for numeric data types. If enabled, all values generated by the channel (whether keyframed or procedural) are restricted to the set value range. Any values outside of the range are cropped to the Min and Max values.
When enabled, the channel outputs its value each frame to the named global shader property. This can be used to perform animations on all materials using the shader.
This is a much more efficient way to animate materials across many objects, instead of setting values on each material instance separately.
Lists all keyframes in the channel. This section is only displayed if the channel supports keyframing. Keyframes may be edited directly.
Be aware that every keyframe must have a unique time. Any keyframe with the same time as another is considered a duplicate and removed automatically.
This is an advanced feature for creating programmable or remote-controlled keyframe values. Each keyframe may be exposed using a unique ID making it globally accessible via simple scripting calls to get and set the keyframe values dynamically.
One use case for this feature is to create variations of animations and object placement determined by a game controller or setup script. It can also be used to get values and Keyframe objects for further custom processing.
For an example script, please see SetExposedKeyframe.cs.
If a property with multiple attributes is selected, an additional set of options allows choosing an attribute (axis), or processing it as a uniform or combined value (vector). See for further details.
Channels are always processed from the top first, going down. This matches the order shown in the , where channels can be dragged to reorder them as desired.
Displays the current channel link if one is assigned. For more details, see .
Displays settings that control looping a section of time. These features are covered in more detail in the documentation.
This is implemented through Unity's Shader class using the . Data types include float, vector, and color. This works in both edit mode and play mode the same.
Shader Graph To use this feature with , declare a property with the Exposed checkbox off. Enter a unique name for Reference to use with Set Shader Global.