- Home /
Timeline signal emitter doesn't work after build
Hey there,
I have a timeline with some signal emitters and everything is working fine when I play in the Unity editor, however when I build the game the same scene timeline plays along and just the animations and activation tracks are working properly but it doesn't seem to be hitting those emitters, which works as triggers in my timeline, pausing it and loading dialogues, etc. I'm using Unity 2019.4.1f1
Any ideas what could be wrong?
Answer by gbelintani1 · Jul 15, 2020 at 01:48 PM
I got it. In the end the problem was not the timeline or the signals, my localization assets were not being loaded in the build, therefore they wouldn't exists when I was trying to get the proper text to load the dialogues. I just set the LocalizationSettings to be addressable and all is good now :)
Answer by seant_unity · Jul 15, 2020 at 12:11 PM
Hard to say without more information. Do you use asset bundles, do any rebinding of tracks, or have anything that makes the build load or use information differently?
Not really, it's a pretty simple setup, I use some scripts but it only handles the sentences and typing animation. Here's a screenshot of my timeline and the first signal emitter:
As you can see, one of the actions in the receiver is to pause the Playable Director, which is standard and not even this is being triggered =/.
Is there any logs I could find from the build to check if there's any exception or something to give me a lead? I'm really new to Unity so I don't know which infos can help with this, if you need any other info I'll be glad to share :)
Sorry to break it to you @gbelintani1 .. But pausing on a marker isn't reliable, way around this for now is a workaround on the forums: https://forum.unity.com/threads/playdirector-pause-not-immediate.827373/