Timeline Editor window
Timeline Playback Controls

Timeline Preview and Timeline Selector

Use the TimelineGeneric term within Unity that refers to all features, windows, editors, and components related to creating, modifying, or reusing cut-scenes, cinematics, and game-play sequences. More info
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Selector to select the Timeline instanceRefers to the link between a Timeline Asset and the GameObjects that the Timeline Asset animates in the scene. You create a Timeline instance by associating a Timeline Asset to a GameObject through a Playable Director component. The Timeline instance is scene-based. More info
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to view, modify, or preview in the Timeline Editor window. The Timeline Preview button enables or disables previewing the effect the selected Timeline instance has on your sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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.

Timeline Preview button with Timeline Selector and menu. Selecting a Timeline instance automatically enables the Timeline Preview button.
Timeline Preview button with Timeline Selector and menu. Selecting a Timeline instance automatically enables the Timeline Preview button.

To select a Timeline instance, click the Timeline Selector to show the list of Timeline instances in the current scene.

Each menu item displays the name of the Timeline AssetRefers to the tracks, clips, and recorded animation that comprise a cinematic, cut-scene, game-play sequence, or other effect created with the Timeline Editor window. A Timeline Asset does not include bindings to the GameObjects animated by the Timeline Asset. The bindings to scene GameObjects are stored in the Timeline instance. The Timeline Asset is Project-based. More info
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and its associated GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
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in the current scene. For example, the Timeline Asset named GroundTimeline that is associated with the Ground GameObject, displays as “GroundTimeline (Ground).”


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