Readme.asset 5.4 KB

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  16. title: Timeline Gameplay Sequence Demo
  17. sections:
  18. - heading: Overview
  19. text: This sample demonstrates how Timeline can be used to create a small in-game
  20. moment, using built-in Timeline tracks. In this example, we have a Player character
  21. jogging and then colliding with another character. The Player character represents
  22. our gameplay character and is using a looping jog animation. The Timeline then
  23. takes control of the player character, collides with the other character, then
  24. returns to his original gameplay animation (jog) once the Timeline has finished.
  25. Note that the gameplay animation is driven by an Animator and will only play
  26. at runtime. The character will be in a T-Stance pose for the runtime portion
  27. when using the Timeline Preview.
  28. linkText:
  29. url:
  30. - heading: Built-in tracks
  31. text: 'This sample uses the following tracks: Activation, Animation, Audio (put
  32. your headset on!), Control and Marker track.'
  33. linkText:
  34. url:
  35. - heading: Timeline Structure
  36. text: 'The GameplaySequence Timeline has been organized in the following
  37. groups: Building, Lights, Cameras, Characters, Audio and Props. These are explained
  38. in detail below.'
  39. linkText:
  40. url:
  41. - heading: Building group
  42. text: The Building group contains two Control tracks. The Building Spawn track
  43. which spawns the building prefab, and the Building Particles track that controls
  44. two particle systems in the scene; ElectricalSparks and SandSwirlsEffect.
  45. linkText:
  46. url:
  47. - heading: Lights group
  48. text: The Lights group contains two Animation tracks; one for the Sun light,
  49. and the other for flickering Point light. Both tracks where animated in Unity
  50. and the curves can be seen by enabling the curves icon or double clicking on
  51. the track to open the Animation window. The Sun light is animated in Rotation
  52. (sunrise) and the Point light has a spiked Intensity curve.
  53. linkText:
  54. url:
  55. - heading: Cameras group
  56. text: "The Cameras group contains two Cameras; the Main camera using an Animation
  57. track, and the Follow Camera using an Activation track. The Main Camera has
  58. an animation curve for the continuous movement (can be seen by enabling the
  59. curves icon) + two override tracks (expand arrow on Main Camera track), one
  60. for each character. The clips on the override tracks have static values for
  61. a fixed camera shot. The Follow Camera is simply parented child of the Player
  62. character\u2019s root and activated for the follow-cam shots."
  63. linkText:
  64. url:
  65. - heading: Characters group
  66. text: "The first track is an Animation track for the Player character. Notice
  67. that clip\u2019s pre and post extrapolations are set to None, meaning the character
  68. will not be influenced by the Timeline during these gaps. At runtime, these
  69. gaps mean the Player character will be using his Animator state, jog. The second
  70. track is an Activation track for the second character, making his appear in
  71. the scene. The third and last track is an Animation track for the second character.
  72. On this track, the second character blends from one clip tp another creating
  73. a cinematic sequence. "
  74. linkText:
  75. url:
  76. - heading: Audio group
  77. text: This group contains four Audio tracks; Player, crickets, neon-light & character2
  78. tracks. The Player track has a jog/breathing and bump clip. The crickets track
  79. has pan and volume animation curves (can be seen by enabling the curves icon).
  80. The neon-light sound is for the flickering Point light. The Character2 tracks
  81. contains all audio clips for this second character.
  82. linkText:
  83. url:
  84. - heading: Props group
  85. text: The Props group animates the Table and the Can. The first Activation track
  86. makes the Table appear in the scene. The second Activation track makes a static
  87. version of the can appear in the scene. The third track is an Animation track
  88. that animates the table bump animation. The last track is a Control track with
  89. a sub-timeline for the can animation. The static version of the can is disabled
  90. and replaced with the animated version when the Control clip starts. Double
  91. clicking the Control track clip will enter the Can Sub-Timeline, leaving a
  92. breadcrumb at the top of the Timeline window.
  93. linkText:
  94. url:
  95. - heading: Can Sub-Timeline
  96. text: 'This sub-timeline contains an Animation track for the Can rolling off
  97. the table and bouncing on the ground, an Audio track for the sounds effects
  98. and a Control track for the liquid particles splashing out of the can. '
  99. linkText:
  100. url:
  101. - heading: Marker track
  102. text: "In the Timeline window, under the time ruler, there is a Marker track
  103. with one Signal at frame 1200. This is the Signal marker that triggers the
  104. jog audio clip on the Player once the Timeline finished and gameplay \u201Cjog\u201D
  105. resumes."
  106. linkText:
  107. url:
  108. loadedLayout: 1