Quick answer: Unity Timeline Signal Emitter not triggering its bound asset? The Signal Receiver component on the bound object isn’t wired to a Reaction handler, or the binding is on the wrong track.

A signal at a marker on the Timeline should pop confetti, but nothing happens. The Signal Receiver isn’t listening for that signal asset.

Signal → Receiver Wiring

The Signal Asset is the trigger. The bound GameObject must have a Signal Receiver component, with an entry mapping that asset to a UnityEvent reaction.

Track Binding

Signal emitters can live on any track. The signal’s receiver is the track’s bound GameObject — not the asset reference inside the emitter. Bind the right object to the track.

PlayableDirector Update Mode

If the Director’s update mode is Manual, you must drive it yourself. Signals don’t fire when the Director isn’t evaluating.

Verifying

Scrub past the marker — signal fires and the UnityEvent runs. Play through the timeline and it fires at the marker time consistently.

“Signals need a Signal Asset, a Signal Receiver on the bound object, and a UnityEvent mapping.”

Group all gameplay signals on a single “Events” track so the wiring lives in one place — saves hunting through tracks during edits.