Timeline Editor Manual


In this page, we'll cover the newly added tracks in details;

Be noted that the original tracks are also explained in original document;

Tracks can indicate the start and end of specific actions, and be edited individually.

The original design for tracks allows users to extend new tracks, it's a little more complex than implement an interface, but nothing too complex for an experienced programmer.

am icon scale Scale Track

ScaleTrack allows users to manipulate the scale of transform from timeline.

Just drag a transform into the main UI panel and select to add a scale track will do.

You could manipulate keyframes like on other tracks.

The inspector for one keyframe of scale track looks like the image below:


  • "Scale": the scale value stored in this keyframe.
  • "Ease": How to interpolate the scale value between this keyframe and the next keyframe;

am icon animator Animator Track

AnimatorTrack allows users to access the Animator component from timeline.

To add a Animator Track, just drag a GameObject with Animator component onto the UI panel of AnimatorSP;

You could control the keyframes like on other tracks;

Inspector for Animator Track looks like this image:


For each keyframe on AnimatorTrack, user could specify multiple actions to execute;

There're two kinds of actions:

1. Jump State: directly switch state or cross fade to target state in Animator state-machine.

  • Target State: This is a list of all available states of all layers, user could select one as the target state;
  • Fade Time: If it's 0, then we switch state immediately; or it will use cross fade to switch state;

2. Set Param: set Animator parameters to affect the animation playing;

  • Param: This is a list of all available parameters, user could select one as target;
  • (value): This is the field user fills the desired value for the selected parameter;