using UnityEngine; using UnityEngine.Playables; public class MyButtonTrackMixer : PlayableBehaviour { public override void ProcessFrame(Playable playable, FrameData info, object playerData) { var myButton = playerData as MyButton; myButton!.isActive = false; for (var i = 0; i < playable.GetInputCount(); i++) { var inputWeight = playable.GetInputWeight(i); if (inputWeight > 0) { myButton.isActive = true; } } } }