API Reference
A global singleton tasked with keeping track of global clocks in the scene.
An abstract base component that provides common timing functionality to all types of clocks.
A Clock
that affects all Timeline
and other global clocks configured as its children.
A Clock
that only affects a Timeline
attached to the same GameObject.
A Clock
that affects every Timeline
within its collider by multiplying its time scale with that of their observed clock.
A component that combines timing measurements from an observed LocalClock
or GlobalClock
and any AreaClock
within which it is.
A component that transfers the effects of any ancestor Timeline
in the hierarchy to the current GameObject.
An event anchored at a specified moment in time composed of two actions: one when time goes forward, and another when time goes backward.
An abstract base component that saves snapshots of any kind at regular intervals to enable rewinding.