Download the project here: https://ole.unity.com/timeline_signals_demo

We’ve built Signals to establish a communication channel between Timeline and outside systems. But what does that mean? Why did we decide on this approach?

Let’s say that you are using Timeline to create a cutscene. When the cutscene ends, you want a new scene to be loaded and you want to enable a physics system. There are a couple of ways to implement this scenario:

When your cutscene ends, use custom scripts to make your Timeline instance interact directly with a scene manager and your physics system.
When your cutscene ends, create markers and signals to send a ‘’Cutscene finished’’ signal and have interested systems react to the signal.
The Timeline team went with the second approach because it keeps the emitter independent from the receiver. Keeping them independent adds a lot of flexibility, power, and reusability. To understand this more, let’s see how the different pieces work together.

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