I’m trying to implement Timeline in a multi-scene context. I am linking some Exposed Reference from the scene the Timeline belongs to, but also from other scenes that are opened at the same time.
In preview mode, it works fine, but as soon as I hit play, all references to other scenes are lost.
Is that the expected behaviour, or is there an easy workaround to animate my objects regardless of the scene they belong to?
FYI @tinyant I’ve been able to do multiscene binding by saving the gameobject name instead of its reference (make sure the name is unique across all scenes though)
We also made a custom and rough system to allow multi-scene references. It did work but it was not very convenient. When working on very big and long cinematic, which we feel timeline is all about, it seems obvious that not every characters and environments will be in the same scene. So multi-scene references should be another priority (among all those the community already pointed out) to make Timeline really useful and powerful.
When we work on long cinematic, there will multi people to modify the same scene. so we must separate story content into multi “small” scenes to make more few conflicts.
This is desperately needed. We make extensive use of scene streaming and not being able to reference objects from other scenes means Timeline isn’t really practical for us.
This is what I’ve done for referencing current camera:
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
using Cinemachine;
using Cinemachine.Timeline;
public class CineMachineAdvTrack : Cinemachine.Timeline.CinemachineTrack {
protected override Playable CreatePlayable(PlayableGraph graph, GameObject go, TimelineClip clip)
{
go.GetComponent<PlayableDirector>().SetGenericBinding(this, Camera.main.GetComponent<CinemachineBrain>());
return base.CreatePlayable(graph, go, clip);
}
}