Sequencer timeline command destroys timeline under some conditions
Posted: Sun Dec 10, 2017 5:31 pm
Hello,
I was playing with integrating the dialogue system and timeline, and found something a bit odd - if I put in a sequencer command of Timeline(play, <gameobject name>, nowait), it destroys the GameObject holding the timeline director.
The intent was to create a generic bit of talking animation and use nowait to allow for different length speechs (using Delay({{end}}) to cause the timeline to stop when the subtitles were done). I made a project with just dialogue system and the character standard asset pack to try to be sure there was nothing else interfering. I would be happy to provide it if you think it would help.
Does this seem like a reasonable strategy if the timeline gameobject didn't get destroyed?
Thanks,
Christian
I was playing with integrating the dialogue system and timeline, and found something a bit odd - if I put in a sequencer command of Timeline(play, <gameobject name>, nowait), it destroys the GameObject holding the timeline director.
The intent was to create a generic bit of talking animation and use nowait to allow for different length speechs (using Delay({{end}}) to cause the timeline to stop when the subtitles were done). I made a project with just dialogue system and the character standard asset pack to try to be sure there was nothing else interfering. I would be happy to provide it if you think it would help.
Does this seem like a reasonable strategy if the timeline gameobject didn't get destroyed?
Thanks,
Christian