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Question by JustJunuh · Feb 10, 2020 at 08:52 PM · c#timelinegetsetreferences

How Do I Get And Set References For Timeline?

I've been scanning through the docs like a mad man, but I can't figure out how to get and set references to game objects in Timeline tracks.

I want to work on some scripts that will dynamically insert references to game objects into Timeline, but I can't find what the method calls are.

alt text

I've found some functions like:

 director.GetGenericBinding(o);
 director.playableGraph.GetOutput(id).GetReferenceObject();
 director.playableGraph.GetRootPlayable(id);

But I still can't seem to grab existing references and figure out how to set new ones. I don't really understand the difference between graphs, playables, outputs, and whatnot. Does anyone have experience with getting and setting these references in script?

get-and-set-refs.png (65.6 kB)
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avatar image JustJunuh · Feb 12, 2020 at 06:59 PM 0
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WOW! I'm a bit dumb sometimes. Okay let me show you guys what it looks like all put together!

 using UnityEngine.Timeline;
 using UnityEngine.Playables;
 
 public class TimelineTools : $$anonymous$$onoBehaviour
 {
     private int trackID;
     private TimelineAsset asset;
     public GameObject referenceObject;    
 
     void Start()
     {
         // Get the timeline asset
         asset = director.playableAsset as TimelineAsset;
         // Get track asset
         var track = asset.GetOutputTrack(trackID);
         // Get the current bound object to the track
         Debug.Log(director.GetGenericBinding(track));
         // Change the bound object
         director.SetGenericBinding(track, referenceObject);
     }
 }
 
 

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Answer by seant_unity · Feb 11, 2020 at 12:43 PM

Use director.SetGenericBinding(Track, Object);. The tracks can be obtained from TimelineAsset.GetOutputTracks().

The Object will depend on the type of the track, so either GameObject for an ActivationTrack, Animator for an AnimationTrack, or CinemachineBrain for a CinemachineTrack.

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avatar image JustJunuh · Feb 12, 2020 at 07:02 PM 0
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Thank you!

I think what screwed me up is that I wasn't importing using UnityEngine.Timeline;, so I got really confused. It all makes sense now haha

avatar image Salva_Takuns · Mar 26, 2020 at 10:16 PM 0
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Super useful when you are working with timelines and prefabs

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