Last updated
Last updated
This button (in the top right) is only available when multiple Timeflow instances are present. This applies the current time settings to all instances of Timeflow in the scene, which can be used to synchronize all instances with the same framerate, duration, and other settings.
This drop-down menu offers different ways of displaying time. This only affects how time is displayed in the editor and can be changed as needed.
Seconds (ex: 1.233 seconds)
Frames (ex: 74 frames)
Timecode (ex: 00:01.233 HH:MM:SS:FS)
Measures (ex: 1.3.3 - based on the BPM)
This can also be changed directly in the view by clicking to the left of each time field. For convenience, the Timeflow view has 2 time displays that can each be set to whichever time format you prefer. The default display shows seconds on top and frames below.
Determines how microseconds are displayed when viewing timecode format. When enabled, the fractional time .233 in the example above would equal 23/100s of a second. Alternatively when Fractional Seconds is disabled, the .233 is converted to frames based on the FPS set below, which in this case would be 14 frames (00:01.14). This option is a matter of personal preference and can be set to match external editing software.
In many cases where time units are used, a value in seconds is assumed unless otherwise specified. It may be helpful to display Seconds mode in the Timeflow view to select and copy specific times relating to a marker or keyframe.
Displays the current time in the timeline, displayed in the format selected. This can be changed manually to jump to another time. This corresponds to the playhead marker in the view shown below (orange wedge).
Sets the beginning time of the timeline. This value is usually 0 though can be set to any value desired. This can also be used to globally (and non-destructively) insert or remove time from the beginning of existing animations.
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. Otherwise if disabled, then playback starts from the current time.
This sets the ending time of the timeline.
Timeflow requires a minimum duration of 1 second, therefor the smallest allowed value for End Time is Start Time + 1 second;
If this option is enabled, playback continues beyond the end of the timeline indefinitely. Use this option if you have procedural or looping behaviors you wish to extend. Alternatively, if this option is off then playback will stop when it reaches the end, or loop if looping is enabled.
Play Past End is only applicable when looping is off.
This sets the total time of the timeline, with a minimum value of 1 second.
Timeflow has a maximum duration of 100,000 seconds, which offers more than 27 hours of continuous play. This limit is to avoid potential issues with UI drawing. Generally it is advised to avoid such long durations unless needed for special circumstances.
The total duration may be locked to prevent accidental changes and disables dragging of the end time indicator in the Timeflow view.
Press this button to set the start and end time to match the currently displayed objects in view. This takes into account all keyframes and tracks displayed. This can be helpful to discover any animation data that has ended up outside of the original time range.
Keyframes out of range
Once keyframes or tracks have been moved outside of the current time range, they are no longer accessible in the view since scrolling prohibits going beyond the timeline duration.
An easy workaround is to change the Start Time and End Time as needed to view more time in either direction, or use Fit to Displayed Objects. The start, end, and duration can safely be changed at any time without adversely affecting existing animations.
Looping can be used with or without the Work Area enabled
This multiplies the speed of the Timeflow instance and affects the playback rate of all animations within it.
Local time scale can be set to counteract the global time scale. For example, if you want the global time scale to be 2, you can set the Timeflow local time scale to 0.5 so that it plays at 1:1 in real time.
Since Time.timeScale is a global value, the checkbox ensures that it is set intentionally, only by those Timeflow instances that have it enabled.
This defines music timing as beats per minute. When using a soundtrack and/or synchronizing to music, set the BPM to match the audio track. To view musical timing select the Measures format. This can also be set for the grid display.
Timeflow prohibits directly animating its own properties such as BPM since it can cause unexpected behaviors. If BPM needs to change over the course of an animation, this could be accomplished through a script and an example is included in the examples. Assets/AxonGenesis/Timeflow/Samples/Demo/Scenes/AudioMidi/BPMControl
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.
Be sure to assign an audio clip after creating the track by dragging and dropping and audio file from the Project view into the audio clip field.
To enable the Measures time format, enable musical timing by clicking the note icon
When an is assigned, use this button to set the Timeflow duration to match the audio clip length.
Enables or disables looping. If the is active, then the specified region of time is looped, otherwise the full duration is looped.
When enabled, this sets , affecting the scene globally. This value can be used to create special timing effects such as slower or faster motion, affecting all timing globally.
This sets the target number of frames per second, which acts as the basis of timing. This works in conjunction with the to determine the time tolerance (i.e. the smallest discreet unit of time for setting keyframes).
The FPS setting by itself does not impose a limit on the actual framerate rendered during runtime unless configured to do so in the .
An audio soundtrack may optionally be assigned to synchronize the scene to audio or music. Please see the documentation for more information.
Click this button to generate a new game object with the required components and assigned to Timeflow.
For longer or large audio files, it is recommended to set the import settings to Streaming to minimize memory usage. However, this is not required and any setting may be used at your discretion.
General time and loop settings