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Unity Engine


Connect<U, V>(U, int, V, int)

Connects two Playable instances.
Read time 2 minutesLast updated 6 days ago

Definition

Connect<T, U>(T, int, T, int)

public bool Connect<U, V>(U source, int sourceOutputPort, V destination, int destinationInputPort) where U : struct, IPlayable where V : struct, IPlayable

Parameters

source

T
The source playable or its handle.

sourceOutputPort

The port used in the source playable.

destination

T
The destination playable or its handle.

destinationInputPort

The port used in the destination playable. If set to -1, a new port is created and connected.

Returns

Type

Description

boolReturns true if connection is successful.

Remarks

The connections determine the topology of the PlayableGraph and how it is evaluated.
Playables can be connected together to form a tree structure. Each Playable has a set of inputs and a set of outputs. These can be viewed as “slots” where other Playables can be attached to.
When a Playable is first created, its input count is reset to 0, meaning that it has no children Playables attached. Outputs behave a little differently—every Playable has a default output created when first created.
You connect Playables together using the method PlayableGraph.Connect, and you can disconnect them from each other using PlayableGraph.Disconnect.
There is no limit set on the amount of inputs a Playable can have.

Examples

using UnityEngine;using UnityEngine.Animations;using UnityEngine.Playables;public class GraphCreationSample : MonoBehaviour{ PlayableGraph m_Graph; public AnimationClip clipA; public AnimationClip clipB; void Start() { // Create the PlayableGraph. m_Graph = PlayableGraph.Create(); // Add an AnimationPlayableOutput to the graph. var animOutput = AnimationPlayableOutput.Create(m_Graph, "AnimationOutput", GetComponent<Animator>()); // Add an AnimationMixerPlayable to the graph. var mixerPlayable = AnimationMixerPlayable.Create(m_Graph, 2); // Add two AnimationClipPlayable to the graph. var clipPlayableA = AnimationClipPlayable.Create(m_Graph, clipA); var clipPlayableB = AnimationClipPlayable.Create(m_Graph, clipB); // Create the topology, connect the AnimationClipPlayable to the // AnimationMixerPlayable. m_Graph.Connect(clipPlayableA, 0, mixerPlayable, 0); m_Graph.Connect(clipPlayableB, 0, mixerPlayable, 1); // Use the AnimationMixerPlayable as the source for the AnimationPlayableOutput. animOutput.SetSourcePlayable(mixerPlayable); // Set the weight for both inputs of the mixer. mixerPlayable.SetInputWeight(0, 1); mixerPlayable.SetInputWeight(1, 1); // Play the graph. m_Graph.Play(); } private void OnDestroy() { // Destroy the graph once done with it. m_Graph.Destroy(); }}