Hi! I have a behavior that seems like a bug.
I am instantiating a Prefab with a PlayableDirector set on it, and the timeline asset is already set on it. There is one track that I need to bind after the instantiation, so I do just that this way:
PlayableDirector introCutscene = Instantiate(_encounterData.customIntro);
var timeline = introCutscene.playableAsset as TimelineAsset;
foreach (var trackAsset in timeline.GetOutputTracks()) {
if (trackAsset is SignalTrack && trackAsset.name == "EncounterSignals") {
var signalReceiver = GetComponent<SignalReceiver>();
introCutscene.SetGenericBinding(trackAsset, signalReceiver);
break;
}
}
introCutscene.Play();
The track is a signal track, so I bind a SignalReceiver component to the track. It works perfectly fine in the Editor, but it does not in a build (Mono Windows Standalone build).
I tried multiple ways to set the binding, calling Play before setting it, it always works in the Editor, never in a build.
Any idea?
Unity 2022.3.16, Timeline 1.7.6
Thanks!