---
description: Additional configuration options for Timeflow
---

# Settings

<figure><img src="https://2067910529-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FC3dOuetlQfYgK5FPUKgn%2Fuploads%2FNk9sHQs8G7SxMa1Zcihr%2Fimage.png?alt=media&#x26;token=b0e8ea25-72fe-4ae8-a814-d6bd004f9d66" alt=""><figcaption></figcaption></figure>

## Parent

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.

{% hint style="info" %}
The Parent reference is assigned automatically and cannot be changed directly except by moving the game object in the hierarchy.
{% endhint %}

## Display Color

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.&#x20;

<figure><img src="https://2067910529-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FC3dOuetlQfYgK5FPUKgn%2Fuploads%2FVwyyaS4vWE8NItu7B9kF%2Fimage.png?alt=media&#x26;token=8180904e-531d-4e97-8bc4-0413334f34c4" alt=""><figcaption><p>When working with multiple Timeflow instances, the thin line of color can be a helpful aid to see which instance is active.</p></figcaption></figure>

## Sync Timeline Director

Enable this option to synchronize Unity [Timeline](https://docs.unity3d.com/Manual/com.unity.timeline.html) with Timeflow. This is covered further in the [Timeline Integration](../../reference/integrations/unity-timeline) documentation. Only enable this feature if using Unity Timeline.

## Options

<figure><img src="https://2067910529-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FC3dOuetlQfYgK5FPUKgn%2Fuploads%2FYPEir66wRITociQ1Sfv1%2Fimage.png?alt=media&#x26;token=dfbccca7-02f9-4d39-a30a-402a234fa465" alt=""><figcaption><p>Note that these features are disabled by default but enabled here to demonstrate. Only enable them if used.</p></figcaption></figure>

### Set Shader Time

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.

<figure><img src="https://2067910529-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FC3dOuetlQfYgK5FPUKgn%2Fuploads%2FxZQZC3YrWrSwrhhQf20I%2Fimage.png?alt=media&#x26;token=0f323d58-e900-4f1b-a8c8-9177473a7332" alt=""><figcaption><p>Sample shaders are included for URP and HDRP.</p></figcaption></figure>

{% hint style="info" %}
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).&#x20;
{% endhint %}

{% hint style="warning" %}
Be sure to uncheck the **Exposed** checkbox on the property value so that it is hidden in the inspector, otherwise it will not work.
{% endhint %}

At runtime this value is set with the following call each frame:

```
Shader.SetGlobalFloat(ShaderTimeName, CurrentTime);
```

### Set Shader Frame

Similar to setting the time, this sets the current frame number, based on the [FPS ](../time#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.
