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?