Version: 2017.1

Playable

struct in UnityEngine.Playables


Implements interfaces:IPlayable

Switch to Manual

Description

Playables are customizable runtime objects that can be connected together in a tree contained in a PlayableGraph to create complex behaviours.

Playables can be used to create complex and flexible data evaluation trees. They can be connected together (via PlayableExtensions.Connect), after which each Playable in the tree can set the "weight" or "influence" of each of its children. Once a tree of Playable is created, it can be "played" by using it with a PlayableDirector component. (see PlayableDirector.Play)

Once a Playable (or tree of Playable) is associated with a PlayableDirector, the player will traverse the Playables one by one. Each time it encounters a Playable in the tree, it will call its PrepareFrame method. This allows the Playable to "prepare itself for the next evaluation". It is during the PrepareFrame stage that each Playable can modify its children (either by adding new inputs or by removing some of them). This enables Playable to "spawn" new children branches in the Playable tree at runtime. This means that Playable trees are not static structures. They can adapt and change over time.

AnimationPlayables are a good example usage of the Playables. They allow existing AnimationClips to be connected together via AnimationPlayableMixers, on the fly. This can be used to programatically create animation behaviours such as locomotion blendtrees. Once a tree of AnimationPlayables is created, it can be passed to an Animator component via the Animator.Play method.

Static Variables

NullReturns an invalid Playable.
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961