13-08-2021, 01:21 PM
(This post was last modified: 13-08-2021, 01:26 PM by josemendez.)
Found this:
https://forum.unity.com/threads/is-it-po...y.1000794/
Not sure about the validity of these statements, but they're quite recent (Nov 2020). Seems like timeline and physics don't work well with each other. Will do some testing of my own and report back.
Edit: Off the top of my head, I get it that scrubbing trough the timeline won't work (since physics can't be simulated "backwards"), but just playing forwards from the top should work as long as correct deltaTimes are being passed to FixedUpdate(). Another possible workaround would be simulating in realtime and recording particle data to a timeline track (not sure of how flexible the timeline API is, but I'd bet a finger it allows you to store your own data on tracks).
https://forum.unity.com/threads/is-it-po...y.1000794/
Quote:Timeline doesn't play well with Physics because there is no fixed update option in the playable director.
You can try a manual evaluation in FixedUpdate using either
playableDirector.time += Time.fixedDeltaTime;
playableDirector.Evaluate()
or
playableDirector.playableGraph.Evaluate(Time.fixedDeltaTime).
However, Timeline updated in this manner won't play audio correctly. Signals are not fired in the former, and might work in the latter (I believe they should, but I am not 100% sure).
Not sure about the validity of these statements, but they're quite recent (Nov 2020). Seems like timeline and physics don't work well with each other. Will do some testing of my own and report back.
Edit: Off the top of my head, I get it that scrubbing trough the timeline won't work (since physics can't be simulated "backwards"), but just playing forwards from the top should work as long as correct deltaTimes are being passed to FixedUpdate(). Another possible workaround would be simulating in realtime and recording particle data to a timeline track (not sure of how flexible the timeline API is, but I'd bet a finger it allows you to store your own data on tracks).