đ§ŽObjects & Channels
Global settings for Timeflow
Last updated
Global settings for Timeflow
Last updated
When this option is enabled, behavior type icons are displayed for each channel.
Since objects may have multiple components, the icon defaults to the first component on the object. To select a different icon, click the icon for a drop down menu listing all components on the object and select the one you wish to display as the primary icon. This is for display purposes only and has no effect on functionality.
This sets how tall rows are (in pixels) in the Timeflow view. The default channel height applies to objects and channels when they are created and when reset.
Right click on a channel and select 'Reset Channel Heights' to apply the default setting to the selected objects and channels.
Determines how channels are displayed in the Timeflow view: from first-to-last or from top-to-bottom. This is a matter of personal preference and may be changed at any time. Some people may prefer to look at channels as layers on top of one another (reverse order), while others may prefer to view channels listed from first to last (default order).
This setting does not change the processing order, only the order in which channels are listed in the display. Switching the order has no effect on behaviors or animations.
In both examples shown above the channels are still processed in order 1, 2, 3, and 4 last. If any channels map to the same property, then the last channel processed overwrites those before it.
To change the processing order of channels, use drag and drop or the channel list.
If this setting is enabled, when objects are added to the Timeflow view they will be inserted at the top of the view list. Otherwise, they will be added at the bottom of the list.
This option may be enabled to preview the keyframes or channel curve as a ghosted overlay on the linked channel. This can be helpful to visualize how data is being replicated.
Select which action you want performed when the Delete (or Backspace) key is pressed in the Timeflow view.
This destroys the selected game objects. This is the standard behavior in the Unity Hierarchy view.
With this mode, nothing is deleted or destroyed. The selected objects are simply removed from the Timeflow view and may be added back in at any time.
This destroys all Timeflow components on the selected game objects, but otherwise leaves the game objects as they are. Use this option to remove Timeflow animation and behaviors.
Set a secondary action when Control + Delete (or Backspace) is pressed.
This defines the default behavior when a new channel is created using Auto Keyframing. This is only applicable when a channel for the property doesn't exist yet.
This treats all Color and Rect field types as combined values, while all other multi-attribute values such as vectors are treated as separate value channels.
With this mode selected, all new auto-keyframed channels are created as a single combined value (XYZW).
With this mode, each attribute (X, Y, Z, W) or (R, G, B, A) are keyframes in separate channels.
In addition to this preference, there is also a built-in shortcut to create combined or separate channels. This works by holding one of the following modifiers while dragging on the field label, for a new property that hasn't been animated yet.
Hold the Control key to create separate channels (X, Y, Z) for each value modified.
Hold the Alt key to create a combined channel (XYZ).
Since it is not possible to hold Control or Alt while numerically entering a value into the field, you must use the hidden slider by clicking and dragging on the field label (just to the left of the field). This is used to scrub the value and can be used while holding the modifier keys.
Channels may be converted between Separate and Combined, though some data loss can occur for any existing animation on the channel(s). For more information see