Timeline

Timeline window
Timeline window

Editor window for scrubbing baked clips on a live VertexAnimPlayer, previewing poses in the Scene view, and authoring animation events on BakedAnimationClipData.

Open the window

  1. Select a GameObject with a VertexAnimPlayer (and a BakedAnimationSet assigned).
  2. In the Vertex Anim Player inspector, click the Open Timeline button.

Target

Control Meaning
Player Read-only field showing the current VertexAnimPlayer
Clip Popup of all clips in the VertexAnimPlayer’s BakedAnimationSet (by stateName)

Events

Events are stored on the selected *_ClipData asset (BakedAnimationClipData.events). Rebaking keeps them — see Baked Assets.

Requirements for handlers

For a proper Method popup and Test Invoke, the VertexAnimPlayer object needs a VertexAnimEventReceiver (subclass that registers handlers, or the examples component). Assign it on the VertexAnimPlayer’s Event Receiver field, or leave it on the same GameObject.

Without a receiver, the window warns you and falls back to raw Function / parameter fields.

Add Event At Playhead

Creates an event at the current playhead (converted to source time):

  • If handlers exist on the receiver, the new event defaults to the first registered method
  • Events are sorted by source time after add
  • The new event becomes selected

Selected Event inspector

Shown when an event is selected (marker click or list row):

Field Meaning
Time Wall-clock seconds (converted to/from stored source time)
Method Popup of handlers from the receiver (sets handlerIndex + functionName)
Parameter fields Only the kind the handler expects: float / int / string / object
Function (+ all params) Fallback when no handlers are registered
Test Invoke Selected Event Calls receiver.TryInvoke on the selected event (disabled if no receiver / no method)

Changing time or method saves the ClipData immediately. Undo/redo refreshes selection and preview.

Events list

Scrollable list of all events on the clip:

  • > marks the selected row
  • Click the marker column to select and scrub to that event
  • Drag a marker along the timeline to change its time (the clip is sorted and saved when you release)
  • Shows wall-clock time and method label

Workflow tips

  1. Bake first so ClipData assets exist — see Baking.
  2. Use the VAT prefab, or any object whose VertexAnimPlayer already has a controller.
  3. Open Timeline from the VertexAnimPlayer inspector.
  4. Scrub / play to check motion; use Frame step for precision.
  5. Add events at the playhead, bind Method, Test Invoke, then rely on the same events at runtime via VertexAnimEventReceiver.

Next: Runtime → Events for how those events fire in Play Mode.