The idea is to make it so that in the editor, I can use a
Timeline Asset to preview sequences without having to worry about what specific
Animator components will be used during runtime. Depending on what’s happening in game, it won’t always be the same model(s) going through the animations. That’s why I want to use C# to swap things in and out as appropriate.
I know that creating a custom
PlayableBehaviour is part of it, but not much else. I’d appreciate help with this.