Timeline Window
Arrange clips, preview animations, and record property changes
Overview
The Timeline Window gives you a visual view of a Tween Sequence. Arrange clip timing, adjust values in the side panel, and scrub through the result before entering Play Mode.
Open it from Tools -> Evo Tween -> Tween Timeline. The window title is Tween Timeline. Select a Tween Animator or another component with a serialized Tween Sequence to begin.
This is Evo Tween's sequence editor. It edits Tween Clips directly and doesn't require a Unity Timeline asset or Playable Director.
Choose a Sequence
The header shows the component you're editing. If it owns several sequences, use the sequence selector to choose one. For Tween Animator, each state has its own sequence.
Enable the lock button to keep that component selected in the window while you select other objects in the Hierarchy. This is especially useful when assigning targets or recording another object's properties.
The Inline / Preset indicator shows where clip definitions are stored. You can assign a preset in the header or use Detach to make a local copy.
Arrange Clips
Each row represents a clip. Click Add Clip to choose a module, then select the clip to edit its target, values, and timing in the right-hand panel.
| Action | Result |
|---|---|
| Drag a clip's body | Changes its delay within the current flow group. Selected clips move together. |
| Drag its left or right edge | Adjusts the start or end timing. A handle appears on the edge under the pointer. For looping clips, the displayed span includes all iterations. |
| Drag the row's grip | Reorders clips, which can change Parallel and Sequential groups. |
| Change Flow | Joins the current group or starts a new one after it. |
| Double-click a clip | Zooms the view to that clip. |
| Right-click a clip | Opens its editing menu. With several clips selected, its actions apply to all of them. |
| Right-click empty space | Adds a clip, or pastes the copied clips as new ones. |
A clip can't be dragged before its group's start. While you drag a clip, or point at a track's flow button, the window shows why: the clip's group is highlighted, the time before the group starts is shaded, and a dashed line runs down from the clip the group waits for. Once a dragged clip reaches the group start, the time label names that clip. To change which clips it follows, adjust its Flow or reorder the rows. See Tween Sequence for the timing rules.
Each clip shows the property it animates and the values it moves between, such as 0 → 1, Y -24 → 0, or two color swatches. Vectors list only the axes that change, and Current marks a clip that starts from the target's current value. The clip's length is shown at its right end when there's room. Its easing is drawn as a curve behind the labels. Looping clips repeat it for every iteration, and Yoyo iterations mirror it.
With Snap on, a dragged edge locks onto nearby clip edges and the playhead, otherwise onto the frame grid set by FPS. A guide line and a time label in the ruler show where it lands. Hold Ctrl / Cmd while dragging to place a clip freely. FPS changes the editor's snapping interval; it doesn't set your game's frame rate.
Fit All (A) frames the complete sequence, and F frames the selected clips. Scroll over the timeline to zoom around the pointer. Shift + scroll and sideways trackpad swipes move horizontally, Alt + scroll moves vertically, and scrolling over the track list also moves vertically. Middle-mouse dragging pans horizontally when the timeline is wider than the view.
The bar under the clips is an overview of the whole sequence, with the visible part as a window. Drag the window to scroll, drag either of its ends to zoom, click beside it to jump there, and double-click the bar to fit the sequence.
Select and Stagger Clips
Select several clips to move or edit them together:
| Action | Result |
|---|---|
| Click a clip or track | Selects it. |
| Shift-click | Selects every clip between the last clicked one and this one. |
| Ctrl / Cmd-click | Adds a clip to the selection, or removes it. |
| Drag across empty space | Selects every clip the box touches. |
| Alt-drag a selected clip | Fans the selection out. The selected clip farthest from it stays in place, and the clips between move part of the way. |
With several clips selected, the right-hand panel edits the fields they share. A field whose values differ shows a dash, and a new value applies to every selected clip. Under Choreography, Stagger starts each clip one Stagger Step after the clip above it, and Align Starts starts them all with the top one.
Add Clips from the Hierarchy
Drag a GameObject from the Hierarchy, or a component from the Inspector, onto the timeline:
- Onto a track: the object becomes that clip's target. A track that can't animate the object rejects the drop.
- Below the tracks: a menu lists the properties the object can animate. The new clip targets the object and starts at the time where you dropped it, in the flow group running at that time.
Only objects from the same scene as the sequence's owner are accepted.
Preview and Scrub
Click the ruler to place the playhead, or drag across it to scrub. Dragging past the edge of the view scrolls along. Play / Pause previews the sequence; Stop ends the preview and restores captured scene values. Loop (L) restarts the preview from the beginning instead of stopping at the end. During playback, the view follows the playhead.
The time display shows the current position and total duration. Click it to bring the playhead into view. For a Tween Animator state, Speed sets the state's playback speed. The sequence's Time Mode is set in the Inspector.
Preview is useful for composition, but check automatic triggers, time scaling, and component lifecycle behavior in Play Mode too.
Record Property Changes
Recording turns supported Inspector or Scene view edits into tween values at the playhead. It can update an existing clip, split it to add a waypoint, or create a clip for a newly animated property.
Select a scene component with a sequence and open the Timeline Window.
Lock the window to that component if you'll be selecting other objects.
Place the playhead at the time you want to edit, then enable Record. The ruler turns red while recording.
Change a supported property in the Inspector or with a Scene view handle.
Move the playhead and make another edit to shape the animation.
Turn Record off to restore the scene values, then play the sequence to review it.
Recording watches the owner's components, existing clip targets, and selected objects in the same scene. It doesn't scan every child automatically; select the object you want to record or assign it as a clip target.
How Recorded Edits Become Clips
- At an existing clip's start or end, the edit updates an endpoint.
- Inside a non-looping clip, the edit can split it into two segments with a waypoint at the playhead.
- For a supported property without a clip, recording can add a new clip leading to the playhead.
Recording support comes from module-specific providers. The included providers cover Transforms, supported uGUI and TMP properties, audio, selected rendering properties, and Evo UI shapes. A property being tweenable doesn't automatically make it recordable.
Presets and Recording
Endpoint edits can update the shared preset. If recording needs to add clips or split a clip, it detaches the current sequence first and shows a notification, leaving the preset's structure unchanged. Detach manually before recording if you want every edit to stay local.
Recording Requirements
Recording is available in Edit Mode on scene objects. Exit Play Mode and stop Unity's Animation Mode if the Record button is unavailable.
Overlapping clips that write the same property can make an edit ambiguous; resolve the overlap first. Recording into an existing clip also requires easing that begins at 0 and ends at 1. For looping clips, record endpoints or turn looping off before adding an interior waypoint.
Keyboard Shortcuts
These shortcuts apply while the Timeline Window has focus and you aren't typing in a text field.
| Shortcut | Action |
|---|---|
| Space | Play or pause preview. |
| L | Turn preview looping on or off. |
| A | Fit the whole sequence. |
| F | Frame the selected clips, or the whole sequence when nothing is selected. |
| Left / Right | Step the playhead one frame at the FPS rate. |
| Shift + Left / Right | Jump the playhead to the previous or next clip edge. |
| Home / End | Scrub to the sequence start or end. |
| Up / Down | Select the previous or next clip. |
| Ctrl / Cmd + A | Select every clip. |
| Esc | Clear the selection, or cancel a clip drag, box selection, or reorder. |
| Ctrl / Cmd + C | Copy the selected clips. |
| Ctrl / Cmd + V | Paste one copied clip over the selected clips. Several copied clips, or a paste with nothing selected, are added as new clips. |
| Ctrl / Cmd + D | Duplicate the selected clips. |
| Delete / Backspace | Delete the selected clips. |
Timeline edits participate in Unity's Undo system. Use Undo to recover an accidental timing or value change.