# PushNotification<U>(U, Playable, INotification, object)

> Queues a notification to be sent through the Playable system.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Playables](/engine/6000.0/script-reference/unityengine/playables.md)
* **Assembly:** UnityEngine.CoreModule

## PushNotification\<T>(T, Playable, INotification, Object)

```csharp
public static void PushNotification<U>(this U output, Playable origin, INotification notification, object context = null) where U : struct, IPlayableOutput
```

### Parameters

**** (T): The output sending the notification.**** (\[Playable]\(/engine/6000.0/script-reference/unityengine/playables/playable)): The originating playable of the notification.**** (\[INotification]\(/engine/6000.0/script-reference/unityengine/playables/inotification)): The notification to be sent.**** (\[Object]\(https\://learn.microsoft.com/dotnet/api/system.object)): Extra information about the state when the notification was fired.

### Examples

```csharp
using UnityEngine;
using UnityEngine.Playables;
class ExamplePlayableBehaviour : PlayableBehaviour
{
    private static readonly Notification s_BlendNotification = new Notification("BlendComplete");
    private float m_lastWeight = 0;

    public override void PrepareFrame(Playable playable, FrameData info)
    {
        if (m_lastWeight < 1 && info.effectiveWeight == 1)
        {
            info.output.PushNotification(playable, s_BlendNotification, m_lastWeight);
        }
        m_lastWeight = info.effectiveWeight;
    }
}
```
