Use same timeline signal with different parameters

I’ve got a decent timeline working for a test opening cutscene that controls the player, camera, fade in, sounds etc, but the problem is with signals.
I have a speech bubble generator on my player and I want the timeline to call into that function with different strings at different times. I’ve got this working, but I have to create a completely new signal instance object for each piece of text and each one needs to be wired up.
This can’t be right and I can’t see how a custom signal would fix this as it would still need a new signal instance object.

I found a solution for this too:

How to make a custom signal receiver with emitter parameter (gametorrahod.com)

However, there’s one caveat that I don’t think he mentions.

The object you want to control not only needs the custom signal receiver on it, but also the default one otherwise it wont bind to the track in the timeline. However, that is just a dummy and can have it’s values defaulted.

Here’s an example that sends a string instead of a bool and calls a method on the object instead of a property on the audio

If anyone knows a workaround for this untidiness?

Did you ever find a solution to this? I’m interested in the exact same thing with ints instead of strings

I certainly did mate, here you go:

Question - Timeline custom signal, the receiver still needs ‘normal’ signal receiver attached too - Unity Forum

Although I’ve still not got around to trying it. Let me know how it goes please.

certainly seems to do the trick!

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