Timeline tool that supports runtime binding

This tool assist you in saving the runtime object bindings when editing. In runtime, it builds the PlayableDirector bindings using the saved binding data. You can find the tool here https://github.com/carlself/TimelineController.
Hope you find it useful.
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1 Like

This is great! I've been looking for a solution to make populating the bindings of the timeline easier and this helps a ton!

[quote=“az_unity52”, post:2, topic: 899238]
This is great! I’ve been looking for a solution to make populating the bindings of the timeline easier and this helps a ton!
[/quote]
I’m glad this tool helps. If you have any question, you can post it here or open a github issue.

I'm having some issues with this when I build the project. When I run the project in the editor it binds the objects fine but in the standalone build, it won't bind to objects in the scene. Specifically, my cinemachine camera and my character models animator are not binding.

            var tlc = timelineObject.GetComponent<TimelineController>();
            var timeline = timelineObject.GetComponent<PlayableDirector>();
            tlc.AddRuntimeObject(Camera.main.gameObject);
            tlc.AddRuntimeObject(entityModel);
            timeline.Play();

If you have any insight into why this is happening please let me know!

[quote=“az_unity52”, post:4, topic: 899238]
I’m having some issues with this when I build the project. When I run the project in the editor it binds the objects fine but in the standalone build, it won’t bind to objects in the scene. Specifically, my cinemachine camera and my character models animator are not binding.

            var tlc = timelineObject.GetComponent<TimelineController>();
            var timeline = timelineObject.GetComponent<PlayableDirector>();
            tlc.AddRuntimeObject(Camera.main.gameObject);
            tlc.AddRuntimeObject(entityModel);
            timeline.Play();

If you have any insight into why this is happening please let me know!
[/quote]
Does the TimelineController save the binding data in the Track Bindings fields? Also make sure your runtime object is attached with TimelineReference component and the TimelineReference id is the same as that saved in Track Bindings.
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