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Additional configuration options for Timeflow
Last updated
Additional configuration options for Timeflow
Last updated
This shows the containing Timeflow of the current object or instance if applicable. This reference is assigned automatically based on its placement in the hierarchy. A parent is only displayed when a Timeflow instance is nested within another, otherwise it shows None.
The Parent reference is assigned automatically and cannot be changed directly except by moving the game object in the hierarchy.
Timeflow may be assigned a display color to differentiate it from other instances in the scene. This color is also displayed as a thin horizontal line above the timeline in the Timeflow view.
Enable this option to synchronize Unity Timeline with Timeflow. This is covered further in the Timeline Integration documentation. Only enable this feature if using Unity Timeline.
The following settings affect how Timeflow plays at runtime.
When enabled, Timeflow starts playing immediately upon start. This may be turned off to start playback using user input, a trigger, or some other game logic.
This determines how many frames are rendered before auto play begins. This effectively causes playback to wait until the scene has initialized. This avoids playback skipping when loading a scene that takes more than 1 frame to initialize.
It is recommended to set the Startup Frame Buffer to a value of 3, though may be adjusted based on individual scene performance.
Enable this setting to ensure that Timeflow always begins playing from the beginning of the timeline when in play mode or running in a build. In most cases this value should remain enabled.
This setting may be used if you wish to keep Tween and other automated behaviors alive when playback continues beyond the end of the Timeflow duration. As the name suggests, Timeflow continues to play forward in time even though it has gone past the duration of the timeline.
Play Past End is only applicable when looping is turned off.
Enabled this update shader values with the current time to drive effects and material animations. This provides the current time in shaders (such as when using ShaderGraph) to synchronize with Timeflow.
The parameter name defaults to "_TimeflowTime" but can be renamed as needed. This can be used with Shader Graph by creating a property with the same name (_TimeflowTime).
Be sure to uncheck the Exposed checkbox on the property value so that it is hidden in the inspector, otherwise it will not work.
At runtime this value is set with the following call each frame:
Similar to setting the time, this sets the current frame number, based on the FPS in the Timeflow settings. This feature is rarely used and is only relevant for frame-based shaders, such as creating stop motion or flipbook style effects.