Class TimeMachineBehaviour
A PlayableBehaviour behaviour acts as a runtime data container that defines the action and conditions for time manipulation, such as pausing, jumping to a specific time or marker, and checking conditions (e.g., object position). The data is used by the TimeMachineMixerBehaviour to execute the specified actions during playback.
[Serializable]
public class TimeMachineBehaviour : PlayableBehaviour
Inheritance
Fields
acceptableRadius
Distance threshold to consider a position match valid.
public float acceptableRadius
Field Value
float
clipExecuted
Runtime flag set by the mixer when this clip has been executed.
[HideInInspector]
public bool clipExecuted
Field Value
bool
condition
Condition required for the action to be executed.
public TimeMachineCondition condition
Field Value
invertCondition
Inverts the result of the condition check when true.
[FormerlySerializedAs("Not")]
public bool invertCondition
Field Value
bool
markerLabel
Display label and identifier for this behavior instance. Used by the mixer to resolve markerToJumpTo.
public string markerLabel
Field Value
string
objectToEvaluate
The object being evaluated for position-based conditions.
public Transform objectToEvaluate
Field Value
targetPositionToMatch
The position that objectToEvaluate should be near.
public Vector3 targetPositionToMatch
Field Value
targetTransformToMatch
The transform whose position should match objectToEvaluate.
public Transform targetTransformToMatch