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Question by Grauen · May 15, 2020 at 12:51 PM · timelinebehaviourcontext

Custom Timeline Behaviour - GameObject can only be selected from Project Folder - not from Scene.

I created a custom Behaviour and I added a GameObject Field to it.

 using UnityEngine;
 using UnityEngine.Playables;
 public class LocalizedDialogTimeline : PlayableAsset
 {
     public string dialogId;
     public GameObject gameObject;
 
 
     public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)
     {
         var scriptPlayable = ScriptPlayable<LocalizedDialogTimelineBehaviour>.Create(graph);
         var localizedDialogTimelineBehaviour = scriptPlayable.GetBehaviour();
         localizedDialogTimelineBehaviour.dialogId = dialogId;
         localizedDialogTimelineBehaviour.gameObject = gameObject;
         return scriptPlayable;
     }    
 }

 using TMPro;
 using UnityEngine;
 using UnityEngine.Playables;
 public class LocalizedDialogTimelineBehaviour : PlayableBehaviour
 {
     public string dialogId;
     public GameObject gameObject;
 }

So you should be able to enter an Id (which works like charm) and you should be able to select a GameObject. I cannot select GameObjects from the Scene. I can only select assets from my Asset folder.

I'm kinda confused why this happens. How can I select a scene GameObject in a custom timeline behaviour?

alt text

unity-timeline-select-gameobject-scene-issue.png (254.6 kB)
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Answer by seant_unity · May 15, 2020 at 01:11 PM

An asset cannot reference a gameObject that exists in a scene. To get around this Timeline uses exposed references.

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avatar image seant_unity · May 15, 2020 at 01:11 PM 0
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https://docs.unity3d.com/ScriptReference/ExposedReference_1.html.

avatar image Grauen seant_unity · May 16, 2020 at 09:14 AM 0
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By the way - that page is missing: Sorry... that page seems to be missing!

But at least I know what to google for, now ;)

avatar image Grauen · May 16, 2020 at 09:14 AM 0
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Ins$$anonymous$$d of selecting a GameObject, I now enter the name of the Gameobject. The Behaviour tries to find the GameObject in the Scene. When a GameObject with the same name was found, it will be used for further processing. It works, but it feels like a workaround. $$anonymous$$aybe you have a better idea?

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