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Class AudityTransportClip

One transport span: while the playhead is inside the clip, the named transport is anchored so its beat 0 sits at the clip’s start. Successive clips re-anchor (a tempo change is just the next clip).

Declaration
public class AudityTransportClip : PlayableAsset

Inheritance: System.Object -> UnityEngine.Object -> UnityEngine.ScriptableObject -> UnityEngine.Playables.PlayableAsset

Declaration
public ClipCaps clipCaps { get; }
Declaration
[Tooltip("Transport channel to publish. Empty is the default channel every unauthored graph follows.")]
public string transportName
Declaration
[Tooltip("Beats per minute of this span.")]
public double bpm
Declaration
public int beatsPerBar
Declaration
public int phraseBars

Implement this method to have your asset inject playables into the given graph.

Declaration
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)

UnityEngine.Playables.Playable: The playable injected into the graph, or the root playable if multiple playables are injected.

Type Name Description
UnityEngine.Playables.PlayableGraph graph The graph to inject playables into.
UnityEngine.GameObject owner The game object which initiated the build.