I know this is possible but can't really figure out how to do it properly and to be hones there are so many things in docs related to this that I really don't know where to look. I basically want to create timeline that mostly uses activation tracks with custom length. I would get information about witch game object track uses and how long should it be at runtime. I manage to create a track with specific object at runtime and bind it to playable Director but I don't know how to actually put it at a specific point in a timeline. Tracks could be created in a given order and place one after another.

Simple code example of creating a track and binding it to playable director:

ActivationTrack testTrack = timelineAsset.CreateTrack<ActivationTrack>();
playableDirector.SetGenericBinding(testTrack, testObject);

With this I can create track that has a custom object attached to it and bind it to playable director but I still can't figure out how to place it in a timeline.


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