Closed abdouhe7 closed 8 months ago
Take a look at the PlayableAssetState.InitializeBindings
method. Basically, it goes through the timelineAsset.outputs
and calls GetBindingDetails
for each of them to get their type and name, which lines up with the indices in the transition.Bindings
array.
Thanks, I use that to create my own logic.
Environment
Animancer Version Number: 7.4.2 Animancer Pro or Lite: Pro Unity Version: Unity 2022.3.6 Platform: Windows
Description
Hello. I'm trying to activate the animancer component on the runtime. so I swap the playableasset - . Transition asset.
And it contain a timeline unity asset. So. It gives in a unity inspector then. name and. the field of the binding ref.![image](https://github.com/KybernetikGames/animancer/assets/58947442/9acdf928-7551-44f2-9072-1e794248b7a8)
1- how exactly Can I know the name of the binding? as it's shown on the inspector, not the name of the reference object itself, because when I write :
log(PlayableAnimancer.Bindings[0].name);
It gives a null reference because of the name of the reference object itself.2- And How exactly can I set this in the code ? to be like this for Example