Hi,
I tried everything and nope…
It is not working…
void Start()
{
CameraPlayable.Play();
}
or its overloaded versions…
Hi,
I tried everything and nope…
It is not working…
void Start()
{
CameraPlayable.Play();
}
or its overloaded versions…
Was the same code working in 2021.1?
This code as written doesn’t do anything unless you also create a PlayableGraph, add the Playable to it, etc…
Can you share the whole code, or file a bug report with an example that was working and doesn’t work anymore?
We use Playable.Play() extensively in Timeline, and I can guarantee that it still works, so the issue is probably a bit more nuanced than this.
of course I did everything pre-required.
That playable is working if I chose gametime instead of manual.
I also followed the way in Unity Learning Videos.
I think I found the problem.
It says “Update method” it doesn’t say “Start Method” which means if I choose Manual update somehow I have to update the playable…
I changed it to Gametime and unchecked play on awake now it is working as intended…
Yes, that’s expected.
Well… you don’t need to update the Playable, but you need to update either the PlayableGraph or the Director.
what does exactly mean? How can I update Director? What do I say?
For example is it like this: InvokeRepeating(IncreaseDirectorSecond,0,1);
and constantly change second of director?
director.time += time.deltaTime;
director.Evaluate();
Essentially, in manual mode the PlayableDirector will not advance time or evaluate automatically.
It’s up to you to tell it how much time should advance and when you want the evaluation to happen.
You can evaluate it 3 times in a frame, or none.
hmm thanks.