Hi everyone,
I’ve set up a simple timeline where two 2D characters change position in the scene through an animation track. I’m using Unity 2021.3.6f1.
The update for the Timeline method is currently GAME TIME and Wrap mode is set on HOLD.
The tracks are set up like this:
There are two animation timelines:
One has 4 animation clips, and then an animation recording that changes the character’s position.
The other one has a single recording (also changing this character’s position): the recorded animation has its extrapolation set on HOLD (although, changing it does not solve the issue).
There are four signals emitters:
1st one changes which camera is live and a couple of UI things;
2nd one pauses the playable director and opens the dialogue (I’ve set up a system that will call an event when the dialogue is finished and closed, this will resume the playable director. The player must press a specific input to read the dialogue and close it);
3rd one is another pause and another dialogue;
4th one wraps up the cutscene and stops it, changing the camera back and a couple of other things;
So, the issue is this:
If I play the timeline WITHOUT the second recorded track (just muting it suffice) the timeline will play correctly, pausing and resuming when needed.
If I play the timeline with the second recorded track active the timeline won’t pause and just play 'till the end, messing up with the dialogue flow.
I’m at loss on how to solve this. Any idea? It is an issue with using recorded tracks and signal emitters?
Thanks in advance.