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.
Clock that affects all
Timeline and other global clocks configured as its children.
Clock that only affects a
Timeline attached to the same GameObject.
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
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.