I am using Sequences 2.0.0-pre.2 (basically, I am using the “Cinematic Studio” feature set, so that is the version it picked for 2022.2b8).
I clicked on the master timeline and selected “reimport”. It was already in the Sequences panel, but did it again to see if it would load the children up. I could not see a difference. I then did the same for a sub-sequence. But I think that was the wrong thing as it has now loaded it up as a master sequence (its not under the master sequence, its alongside it.) Not sure how to “unregister” it as a master sequence from the Sequences window now (I don’t want to delete the timeline!). I assume I have to remove the “MasterSequence” tag?
I opened the master sequence timeline, clicked on the clip in the Sequences track. It shows a script of EditorialPlayableAsset, Directory of “Location 20 (Playable Director)” and “Location 20_Timeline (Timeline asset)” - so that all seems to make sense. But in the Sequences window, “Location 20” is not shown as a child of the master sequence. (It is shown with no children.)
If I select on the master sequence in the Project window, it magically says the script is MasterSequence, but does not show any properties.
So I moved on and loaded Sequences 2.0.0. The Sequences window was then empty (all the master sequences that were there before with no children are no longer there). I tried “reimport” on the Timeline - no effect. The Timeline window now shows for the master sequence timeline “Track cannot be loaded” for the Sequences track.
So I tried to create a new master sequence to see what would happen. It is visible in the Sequences window, a Timeline asset is created on disk. but if I select it the Timeline does not appear in the Timeline window. Instead I get an exception in the console:
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.Sequences.StructureTreeView.AddItemForSequence (UnityEditor.Sequences.SequenceNode sequence) (at Library/PackageCache/com.unity.sequences@2.0.0/Editor/SequencesWindow/StructureTreeView.cs:407)
UnityEditor.Sequences.StructureTreeView.OnSequenceCreated (UnityEngine.Timeline.TimelineAsset timeline) (at Library/PackageCache/com.unity.sequences@2.0.0/Editor/SequencesWindow/StructureTreeView.cs:401)
UnityEditor.Sequences.HierarchyDataChangeVerifier.OnSequenceCreated (UnityEngine.Sequences.TimelineSequence sequence, UnityEngine.Sequences.MasterSequence masterSequence) (at Library/PackageCache/com.unity.sequences@2.0.0/Editor/Core/Editorial/HierarchyDataChangeVerifier.cs:38)
UnityEditor.Sequences.SequenceUtility.CreateMasterSequence (System.String name, System.Single fps) (at Library/PackageCache/com.unity.sequences@2.0.0/Editor/Core/Editorial/SequenceUtility.cs:103)
UnityEditor.Sequences.StructureTreeView.RenameEnded (System.Int32 id, System.Boolean canceled) (at Library/PackageCache/com.unity.sequences@2.0.0/Editor/SequencesWindow/StructureTreeView.cs:167)
UnityEditor.Sequences.SequencesTreeView.OnRenameItemEnding (UnityEditor.Sequences.RenameableLabel label, System.Boolean canceled) (at Library/PackageCache/com.unity.sequences@2.0.0/Editor/Core/UI/UIControls/SequencesTreeView.cs:306)
UnityEditor.Sequences.RenameableLabel.EndRename (System.Boolean canceled) (at Library/PackageCache/com.unity.sequences@2.0.0/Editor/Core/UI/UIControls/RenameableLabel/RenameableLabel.cs:87)
UnityEditor.Sequences.RenameableLabel.OnBlurEvent (UnityEngine.UIElements.BlurEvent evt) (at Library/PackageCache/com.unity.sequences@2.0.0/Editor/Core/UI/UIControls/RenameableLabel/RenameableLabel.cs:110)
UnityEngine.UIElements.EventCallbackFunctor`1[TEventType].Invoke (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.PropagationPhase propagationPhase) (at :0)
UnityEngine.UIElements.EventCallbackRegistry.InvokeCallbacks (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.PropagationPhase propagationPhase) (at :0)
UnityEngine.UIElements.CallbackEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at :0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtCurrentTargetAndPhase (UnityEngine.UIElements.EventBase evt) (at :0)
UnityEngine.UIElements.CallbackEventHandler.UnityEngine.UIElements.IEventHandler.HandleEvent (UnityEngine.UIElements.EventBase evt) (at :0)
UnityEngine.UIElements.EventDispatchUtilities.HandleEventAcrossPropagationPath (UnityEngine.UIElements.EventBase evt) (at :0)
UnityEngine.UIElements.EventDispatchUtilities.PropagateEvent (UnityEngine.UIElements.EventBase evt) (at :0)
UnityEngine.UIElements.DefaultDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at :0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at :0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at :0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at :0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at :0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at :0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at :0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at :0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at :0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at :0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at :0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at :0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at :0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at :0)
How does 2.0.0 find all the master sequences and their child sequences etc to populate the Sequences window?
Note! I took the project I uploaded as a bug report and when I right clicked on a timeline, it gave me the option to “Instantiate in Active Scene”. This caused the game objects to be created in the scene - nice. But the Sequences window still does not show the child sequences/shots of the master sequence (even though the full hierarchy did appear in the scene). So it kind of knows all the hierachy, but its not visible in the Sequences window for some reason.