Cross-Scene Timeline View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
6000.1.13 or later
Package size
19 KB
Files
7
Favorites
5
Views in the past week
2

Price tracking

Last checked
Tracked since
Lowest recorded
Free on

Keywords

Cross-Scene Timeline

by FW (opens in new tab)

No ratings yet

Unity doesn't support cross-scene references by default. Cross-Scene Timeline stores reference IDs directly in track names, letting you safely bind GameObjects across multiple scenes.

Price Free

Get it free on Asset Store (opens in new tab)

Affiliate link · Purchases support this site

Price history

Last 6 months

USD
Price history for Cross-Scene Timeline, 6 months Current Free; lowest Free; highest Free in this period. $0 Jul Aug Sep Oct Nov

Asset preview

1 / 2

Cross-Scene Timeline screenshot 1

Cross-Scene Timeline screenshot 1

About this asset

Unity doesn't support cross-scene references in timelines by default - the timeline loses its bindings when scenes are reloaded. Cross-Scene Timeline stores reference IDs directly in track names, letting you safely bind GameObjects across multiple scenes.

Works with all timeline track types available by default as well as Cinemachine tracks!

# How It Works

A 2-character alphanumeric ID gets generated for each cross-scene reference (for example, "D3").

This ID is stored on the "CrossSceneTimelineReference" component as well as in the timeline track's name, so you can always verify your bindings directly in the editor.

When the scene is loaded, the "CrossSceneTimelineBinder" component matches the IDs and binds the GameObject to the correct track. If either ID is modified or removed, the binding will break.

# Limitations

- Limited to 1,296 cross-scene references

- IDs stored in track names - removing or modifying the ID in a timeline track name will break the binding

- The PlayableDirector might log missing reference warnings in the console, but this does not affect functionality (see Note below)

# Setup

1. Import the package into your project

2. Add the CrossSceneTimelineBinder component to the same GameObject as your PlayableDirector

3. Drag any GameObject *from another scene* into the Timeline window (a CrossSceneTimelineReference will be added automatically and the track name will include the ID, for example, "ObjectName [3E]")

4. That's it. When the scene is loaded, bindings are restored automatically. You can also press the "Rebind All Bindings" button or call CrossSceneTimelineBinder.BindTracks()

> Note: The PlayableDirector component might log missing reference warnings for cross-scene bindings in the console, but this does not affect functionality. This is hard-coded into Unity on a deep level and it's difficult to get rid of.

# Support

If you encounter any issues, feel free to contact me at: [email protected]

From the publisher's Asset Store listing.

Technical details

- A "CrossSceneTimelineReference" component that stores the 2-character alphanumeric ID (36² = 1,296 possible IDs, which is sufficient for most projects)

- A "CrossSceneTimelineBinder" component that binds timeline references based on the IDs stored in track names

- A registry at "Resources/CrossSceneTimelineIDRegistry" that tracks used IDs

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.1.13f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.