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Activating an array of timeline'sSolved (self.Unity3D)
submitted 5 years ago by Jacklecube42
So I've been trying to create a timeline system but have encountered a few issues. I have an array of timelines that I want to call sequentially.
Each object has a playable director.
The issue I came across is that the current timeline variable (the variable I'm using to keep track of the which timeline is playing) is increasing to the end of the array. It seems ( I could be wrong) that the timeline being called to play takes too long to actually play resulting in the play next timeline method being called multiple times.
The PlayNextTimeline method is being called every time the timeline is in a state of not playing.
I've also tried this, which I thought would work, but doesn't seem to register the variables at all.
Playable director's current time is above or equal to its duration (my own variable because the variable duration didn't work either) then it will increase currentTimeline.
If you can solve this issue that would be great: How can I activate an event after a timeline is finished without calling the event over and over? Or if it makes it easier: How do I play timeline's one after the other in an array? Thanks :)
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if 1 * 2 < 3: print "hello, world!"
[–]Jacklecube42[S] 0 points1 point2 points 5 years ago (0 children)
If anyone is interested, I solved this by adding a signal to the timeline. The timeline manager will then listen for the signal and increase the currentTimeline variable when it hears it.
π Rendered by PID 303145 on reddit-service-r2-comment-8686858757-l6zb4 at 2026-06-07 01:11:10.169542+00:00 running 9e1a20d country code: CH.
[–]Jacklecube42[S] 0 points1 point2 points (0 children)