I do alot of iterations for my cut scenes and whenever I duplicate the “playable director” of a scene to use it in another scene and assign it to a “timeline” game object, this breaks all the clips that were inside it, any idea how to fix that?
https://drive.google.com/file/d/1cQnl0OGjLvPO_TqlgWdvIxSxVeLI4ErG/view?usp=sharing
bump!
What do you mean by ‘breaks all clips’? It’s tough to tell from the image because they are at different zoom levels, but it appears there is a recorded track in the original that has been converted to use clips that isn’t that way in the duplicate.
It’s possible you need to ‘Save Project’ before running the duplicate operation, or that we have a bug where there convert to clip isn’t properly dirtying the timeline.
You can actually zoom in if you hit the + button.
What I meant is that connections are broken
That’s a known issue. The playable director binds scene objects to tracks by reference. Duplicating makes new tracks, with new IDs, which treats it as new timeline. And so links are lost.
We need an option to clone both the director and the timeline together. Hopefully we can add this soon.
All right, thanks.
It’s very useful to be able to have different variations of the same timeline in one scene.
I don’t even mind if it can be done in a different scene as long as I don’t have to duplicate and re-link everything from scratch.
Changing the name of certain things like the Playable Director, or the name of virtual cameras, also breaks all the bindings. At least it did for me. I’m going to file a bug report on it and submit the workspace.