Dynamically populating PlayableDirector

This might not be an appropriate use of the Unity Timeline… I use a Timeline to sequence events through a Scene and want to be able to trigger a series of events based on external data which will determine the time / string passed to a function from the event.

I’ve got as far as being able to add a Signal Emitter to the timeline but struggling to parse how I link that to a Reciever;

PlayableDirector timeline = GetComponent<PlayableDirector>();
TimelineAsset TimelineAsset = (TimelineAsset)timeline.playableAsset;
TrackAsset track = TimelineAsset.GetOutputTrack(0);
SignalEmitter test = track.CreateMarker<SignalEmitter>([time in seconds]);

is this the best way of sequencing these events?

I know your question is script-related, but you might have more luck in this group, where a lot of folks play with Timeline a lot more than I do:

Thanks, I had a dig around in there and found one question posted a while back that no one had responded to, I’ve added in a query

1 Like