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Custom Timeline Playable for Scriptable Object Type
I've just started to get into timeline development and my question here is in regards to if a scriptable object can be the type used for a custom playabe in timeline. I tried to do it and instead of being able to assign a scriptable object into the field of a timeline like you normally would, like when you can drag and drop a light component on a custom playable, it just has a string name present that you can edit, but I don't seem to be able to assign the scriptable object. I'm wondering if what I'm trying to achieve is possible or if the timeline system only supports components.
Answer by xxmariofer · Jan 15, 2019 at 08:39 AM
Did you used the createassetmenu for creating the scriptableobject asset?
https://docs.unity3d.com/ScriptReference/CreateAssetMenuAttribute.html
then you should be able to drag and drop that asset
Apologies if my question was not clear but this was not what I was referring to. I'm asking about creating a custom playable for timeline and wanting that playable to control a scriptable object type ins$$anonymous$$d of a component type and if this is possible. Normally how a playable functions is you create the playable and assign the component, then you can create clips based off of that. But I'm not able to assign a scriptable object to the playable that I create, it's just a string field that I can modify. I'm wondering if it's possible and if there is something special I need to do.
If you could provide feedback on my question as to where the communication was lost, I would love to modify my original post to be more clear, thank you for your responding. Thanks!