// Cleanup when application closes void OnDestroy() { TimelineClient.Stop(); if (_instance == this) _instance = null; }
void OnDestroy() { TimelineClient.Stop(); if (_instance == this) { _instance = null; } }
void Awake() { if (_instance == null) { UnityTimelineUtils.SetDefautTimelineFunctions(); // initialize behaviour for Unity Timeline classes DontDestroyOnLoad(this); _instance = this; } else { Destroy(gameObject); return; } }
void Awake() { if (_instance == null) { UnityTimelineUtils.SetDefautTimelineFunctions(); DontDestroyOnLoad(this); _instance = this; } else { Destroy(gameObject); return; } }