Using the Timeline Signal Track
This article will show how to use the Signal track in the Unity Timeline. You can use the Signal track in Timeline to create an Event system triggered when the Timeline gets to the Signal Emitter’s frame.
To create a Signal Track, you can drag the GameObject that you want to be affected by the Signals into the Timeline and select Add Signal Track. That will also add the Signal Receiver component to the GameObject that will be listening for the set Signals.
Signal Emitters can be created by right-clicking on the Timeline or at the frame by clicking the three dots on the Signal Track. Signal Emitters need a Signal Asset to link it to the Signal Receiver.
Signal Assets can be created from either the Signal Emitter or the Signal Receiver and are then saved into the Assets folder. The Signal Asset is what holds the events sent to the Receiver when the Emitter is triggered.
Setting Up the Reaction
When setting up the Reaction to the Signal, you can change it on either the Signal Emitter or the Signal Receiver. Depending on how you created the Signal Asset, the List on the Signal may be empty to get started; you click the ‘+’ button on the List area. After that, you can drag in an object to affect, and from the drop-down menu, you select the function you want to trigger.
Signals In Action
The Signals are set up to disable and enable the Player script and the 3D model for the Player. All of the Signals have been set to run in Editor and Runtime to show off their effect quickly.
This is just a small example of what can be done with the Signal Track. For more information, see the complete documentation.