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- title: Timeline Gameplay Sequence Demo
- sections:
- - heading: Overview
- text: This sample demonstrates how Timeline can be used to create a small in-game
- moment, using built-in Timeline tracks. In this example, we have a Player character
- jogging and then colliding with another character. The Player character represents
- our gameplay character and is using a looping jog animation. The Timeline then
- takes control of the player character, collides with the other character, then
- returns to his original gameplay animation (jog) once the Timeline has finished.
- Note that the gameplay animation is driven by an Animator and will only play
- at runtime. The character will be in a T-Stance pose for the runtime portion
- when using the Timeline Preview.
- linkText:
- url:
- - heading: Built-in tracks
- text: 'This sample uses the following tracks: Activation, Animation, Audio (put
- your headset on!), Control and Marker track.'
- linkText:
- url:
- - heading: Timeline Structure
- text: 'The GameplaySequence Timeline has been organized in the following
- groups: Building, Lights, Cameras, Characters, Audio and Props. These are explained
- in detail below.'
- linkText:
- url:
- - heading: Building group
- text: The Building group contains two Control tracks. The Building Spawn track
- which spawns the building prefab, and the Building Particles track that controls
- two particle systems in the scene; ElectricalSparks and SandSwirlsEffect.
- linkText:
- url:
- - heading: Lights group
- text: The Lights group contains two Animation tracks; one for the Sun light,
- and the other for flickering Point light. Both tracks where animated in Unity
- and the curves can be seen by enabling the curves icon or double clicking on
- the track to open the Animation window. The Sun light is animated in Rotation
- (sunrise) and the Point light has a spiked Intensity curve.
- linkText:
- url:
- - heading: Cameras group
- text: "The Cameras group contains two Cameras; the Main camera using an Animation
- track, and the Follow Camera using an Activation track. The Main Camera has
- an animation curve for the continuous movement (can be seen by enabling the
- curves icon) + two override tracks (expand arrow on Main Camera track), one
- for each character. The clips on the override tracks have static values for
- a fixed camera shot. The Follow Camera is simply parented child of the Player
- character\u2019s root and activated for the follow-cam shots."
- linkText:
- url:
- - heading: Characters group
- text: "The first track is an Animation track for the Player character. Notice
- that clip\u2019s pre and post extrapolations are set to None, meaning the character
- will not be influenced by the Timeline during these gaps. At runtime, these
- gaps mean the Player character will be using his Animator state, jog. The second
- track is an Activation track for the second character, making his appear in
- the scene. The third and last track is an Animation track for the second character.
- On this track, the second character blends from one clip tp another creating
- a cinematic sequence. "
- linkText:
- url:
- - heading: Audio group
- text: This group contains four Audio tracks; Player, crickets, neon-light & character2
- tracks. The Player track has a jog/breathing and bump clip. The crickets track
- has pan and volume animation curves (can be seen by enabling the curves icon).
- The neon-light sound is for the flickering Point light. The Character2 tracks
- contains all audio clips for this second character.
- linkText:
- url:
- - heading: Props group
- text: The Props group animates the Table and the Can. The first Activation track
- makes the Table appear in the scene. The second Activation track makes a static
- version of the can appear in the scene. The third track is an Animation track
- that animates the table bump animation. The last track is a Control track with
- a sub-timeline for the can animation. The static version of the can is disabled
- and replaced with the animated version when the Control clip starts. Double
- clicking the Control track clip will enter the Can Sub-Timeline, leaving a
- breadcrumb at the top of the Timeline window.
- linkText:
- url:
- - heading: Can Sub-Timeline
- text: 'This sub-timeline contains an Animation track for the Can rolling off
- the table and bouncing on the ground, an Audio track for the sounds effects
- and a Control track for the liquid particles splashing out of the can. '
- linkText:
- url:
- - heading: Marker track
- text: "In the Timeline window, under the time ruler, there is a Marker track
- with one Signal at frame 1200. This is the Signal marker that triggers the
- jog audio clip on the Player once the Timeline finished and gameplay \u201Cjog\u201D
- resumes."
- linkText:
- url:
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