I’m stumped trying to add keys and recording to a custom track.
I’m creating an object that needs to record its properties over time in a custom track.
I don’t want to give it an AnimatorController and an Animation track, because it doesn’t require an AnimatorController.
I also don’t want to use an Animation track because I want custom blending – in my case, I’m blending a camera view override.
So far I found these questions that indicate recording and keying on custom tracks was removed in 2019.3:
https://discussions.unity.com/t/784694
https://answers.unity.com/questions/1671231/how-to-enable-record-mode-for-a-custom-timeline-tr.html
Now I was able to gather that CreateCurves could be used to bring back curves.
A few questions:
- Should I call TrackAsset.CreateCurves or TimelineClip.CreateCurves? Why?
- Why do I have to call SetCurve after to get the curves button to appear after CreateCurves is called on a clip? What if I don’t know what curves I want in advance?
- When should I call any of those methods?
- How do I get the record button to show up?
- In spite of the record button showing up, I can still hit Record in the Animation Window when I double click my curved clips, but nothing gets recorded – why?
- Do I need to implement GatherProperties on the TrackAsset or on IPropertyPreview to get this to work?
@seant_unity said in one of the linked threads:
Which menu? Which left side panel? How are “fields that can be animated” automatically chosen?