- Home /
Execute Signals and Markers in Edit mode?
When I play my timeline in the timeline editor neither the signals or the markers are being executed, I have to enter play mode in Unity first in order to make it work. I've tried using [ExecuteAlways] for my custom marker but it does not help. Here is the marker code.
[ExecuteAlways]
public class ProfileMarker : Marker, INotification
{
public PropertyName id => new PropertyName();
}
Here is the receiver code.
[ExecuteAlways]
public class ProfileMarkerReceiver : MonoBehaviour, INotificationReceiver
{
public void OnNotify(Playable origin, INotification notification, object context)
{
double markerTime = ((Marker)notification).time;
Debug.Log("Marker Time: " + markerTime);
transform.GetComponent<PlayableDirector>().Pause();
transform.GetComponent<PlayableDirector>().time = markerTime;
}
}
Any ideas on how to make this work in Edit mode?
Answer by KristofferH · Oct 15, 2019 at 01:33 PM
Oh, I find the solution using NotificationFlags.TriggerInEditMode, you can see an example of this here
Your answer
![](https://koobas.hobune.stream/wayback/20220612213421im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Markers and Signal Emitters not working when Timeline in Manual Update Method ? 3 Answers
Play a Timeline from Marker X to Marker Y? 0 Answers
Get a list of Timeline Markers from code 1 Answer
Timeline signal emitter doesn't work after build 2 Answers
Timeline Signal to trigger a new scene 0 Answers