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Author Topic: Resources Load - didn't work with timeline objects  (Read 497 times)

nFighter

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Resources Load - didn't work with timeline objects
« on: May 28, 2020, 07:22:15 PM »
Hey there! I have an issue with a resource load action.

It works perfectly for a Game Object or Texture but didn't work for Object.
I have a PlayableAsset in a Resource folder and I can't load it. Instead, I got a Failure Event fired.
(of course, I checked carefully all the names, path, variables, etc)
indie developer of multiplayer adult fighting
http://nakedfighter3d.com

djaydino

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Re: Resources Load - didn't work with timeline objects
« Reply #1 on: May 29, 2020, 02:08:31 AM »
Hi.
I googled a bit and i don't think you can use resources load for this :

https://forum.unity.com/threads/set-playabledirector-bindings-from-script.487337/

when i search the Ecosystem using 'PlayableDirector' i found several actions.
I think you need to use the 'Set Playable Director Generic Binding'
Ecosystem might not work at the moment
here are direct Github Links to the custom actions :
https://github.com/PlayMakerEcosystem
https://github.com/jeanfabre


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nFighter

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Re: Resources Load - didn't work with timeline objects
« Reply #2 on: May 29, 2020, 09:52:57 PM »
Oh, I see... That was my plan to use Set Playable Director Binding, but I have a lot of playables and I need a way to find the proper one to load. I thought I will load them from resources and choose by name but seems like I need some kind of a database to store the playables

To be honest I didn’t find any mentions why playables can’t be loaded from the resources. They are objects, objects can be loaded from resources... Not a problem, I’ll make a workaround, but I feel confused :D
indie developer of multiplayer adult fighting
http://nakedfighter3d.com