Readonly
animationExperimental support for overriding timeline animation data (position or rotation)
the object this component is attached to. Note that this is a threejs Object3D with some additional features
the unique identifier for this component
Optional
playSet to true to start playing the timeline when the scene starts
Optional
sourceholds the source identifier this object was created with/from (e.g. if it was part of a glTF file the sourceId holds the url to the glTF)
When enabled the timeline will wait for audio tracks to load at the current time before starting to play
true if the object is enabled and active in the hierarchy
all audio tracks of the timeline
true if this component was destroyed (this.destroy()
) or the whole object this component was part of
the duration of the timeline
true if the timeline is currently paused
true if the timeline is currently playing
the layer of the gameObject this component is attached to
the name of the gameObject this component is attached to
shorthand for this.context.scene
the scene of the context
the playback speed of the timeline
Is the gameObject marked as static
the tag of the gameObject this component is attached to
the current time of the timeline
the weight of the timeline. Set to a value below 1 to blend with other timelines
Optional
init: Partial<NoInternalNeedleEngineState<FilterStartingWith<FilterTypes<PlayableDirector, Function>, "_">>>Optional
earlyIterates over all tracks of the timeline
all tracks of the timeline
Optional
lateOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onCallback when this component joins a xr session (or becomes active in a running XR session)
Optional
onCallback when this component exists a xr session (or when it becomes inactive in a running XR session)
Optional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onCallback when a xr session updates (while it is still active in XR session)
Optional
onOptional
onXRControllerCallback when a controller is connected/added while in a XR session
OR when the component joins a running XR session that has already connected controllers
OR when the component becomes active during a running XR session that has already connected controllers
Optional
onXRControllerExperimental: Receive callbacks for timeline animation. Allows modification of final value
Optional
startstarts a coroutine (javascript generator function)yield
will wait for the next frame:
yield WaitForSeconds(1)
to wait for 1 second.yield WaitForFrames(10)
to wait for 10 frames.yield new Promise(...)
to wait for a promise to resolve.generator function to start
event to register the coroutine for (default: FrameEvent.Update). Note that all coroutine FrameEvent callbacks are invoked after the matching regular component callbacks. For example FrameEvent.Update
will be called after regular component update()
methods)
the generator function (use it to stop the coroutine with stopCoroutine
)
onEnable() { this.startCoroutine(this.myCoroutine()); }
private *myCoroutine() {
while(this.activeAndEnabled) {
console.log("Hello World", this.context.time.frame);
// wait for 5 frames
for(let i = 0; i < 5; i++) yield;
}
}
Stop a coroutine that was previously started with startCoroutine
the routine to be stopped
the frame event to unregister the routine from (default: FrameEvent.Update)
Optional
supportsXROptional callback, you can implement this to only get callbacks for VR or AR sessions if necessary.
true if the mode is supported (if false the mode is not supported by this component and it will not receive XR callbacks for this mode)
Experimental: Unregister callbacks for timeline animation. Allows modification of final value
Optional
updateStatic
registerGenerated using TypeDoc
The PlayableDirector component is the main component to control timelines in needle engine. It is used to play, pause, stop and evaluate timelines.
Assign a TimelineAsset to the
playableAsset
property to start playing a timeline.