As my title says, I am trying to set bindings on TrackAssets
They are inactive during different times on my timeline, I stored a static Dictionary<TrackAsset, GameObject> so I know which track is using which GameObject (during runtime I switch them around dynamically, but in editor I want to go back to their original GameObject)… Unity get’s mad and crashy when I force my PlayableDirector.SetGenericBinding() with my known once upon a time valid dictionary entries
seems odd that the list I create from valid objects and tracks in my scene can’t be called up because I disabled some on the animation timeline or GameObjects in my seen are set to disabled… they still exist and can be clicked on afteral! (the only one’s that don’t break are when they are enabled at animation frame 0)