109 lines
5.4 KiB
Plaintext
109 lines
5.4 KiB
Plaintext
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_Script: {fileID: 11500000, guid: fcf7219bab7fe46a1ad266029b2fee19, type: 3}
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m_Name: Readme
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icon: {fileID: 2800000, guid: df0f2bfc419694310b53e13d58b6c512, type: 3}
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title: Timeline Gameplay Sequence Demo
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sections:
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- heading: Overview
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text: This sample demonstrates how Timeline can be used to create a small in-game
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moment, using built-in Timeline tracks. In this example, we have a Player character
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jogging and then colliding with another character. The Player character represents
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our gameplay character and is using a looping jog animation. The Timeline then
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takes control of the player character, collides with the other character, then
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returns to his original gameplay animation (jog) once the Timeline has finished.
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Note that the gameplay animation is driven by an Animator and will only play
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at runtime. The character will be in a T-Stance pose for the runtime portion
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when using the Timeline Preview.
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linkText:
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url:
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- heading: Built-in tracks
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text: 'This sample uses the following tracks: Activation, Animation, Audio (put
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your headset on!), Control and Marker track.'
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linkText:
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url:
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- heading: Timeline Structure
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text: 'The GameplaySequence Timeline has been organized in the following
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groups: Building, Lights, Cameras, Characters, Audio and Props. These are explained
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in detail below.'
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linkText:
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url:
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- heading: Building group
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text: The Building group contains two Control tracks. The Building Spawn track
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which spawns the building prefab, and the Building Particles track that controls
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two particle systems in the scene; ElectricalSparks and SandSwirlsEffect.
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linkText:
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url:
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- heading: Lights group
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text: The Lights group contains two Animation tracks; one for the Sun light,
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and the other for flickering Point light. Both tracks where animated in Unity
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and the curves can be seen by enabling the curves icon or double clicking on
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the track to open the Animation window. The Sun light is animated in Rotation
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(sunrise) and the Point light has a spiked Intensity curve.
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linkText:
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url:
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- heading: Cameras group
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text: "The Cameras group contains two Cameras; the Main camera using an Animation
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track, and the Follow Camera using an Activation track. The Main Camera has
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an animation curve for the continuous movement (can be seen by enabling the
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curves icon) + two override tracks (expand arrow on Main Camera track), one
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for each character. The clips on the override tracks have static values for
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a fixed camera shot. The Follow Camera is simply parented child of the Player
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character\u2019s root and activated for the follow-cam shots."
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linkText:
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url:
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- heading: Characters group
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text: "The first track is an Animation track for the Player character. Notice
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that clip\u2019s pre and post extrapolations are set to None, meaning the character
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will not be influenced by the Timeline during these gaps. At runtime, these
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gaps mean the Player character will be using his Animator state, jog. The second
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track is an Activation track for the second character, making his appear in
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the scene. The third and last track is an Animation track for the second character.
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On this track, the second character blends from one clip tp another creating
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a cinematic sequence. "
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linkText:
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url:
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- heading: Audio group
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text: This group contains four Audio tracks; Player, crickets, neon-light & character2
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tracks. The Player track has a jog/breathing and bump clip. The crickets track
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has pan and volume animation curves (can be seen by enabling the curves icon).
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The neon-light sound is for the flickering Point light. The Character2 tracks
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contains all audio clips for this second character.
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linkText:
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url:
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- heading: Props group
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text: The Props group animates the Table and the Can. The first Activation track
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makes the Table appear in the scene. The second Activation track makes a static
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version of the can appear in the scene. The third track is an Animation track
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that animates the table bump animation. The last track is a Control track with
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a sub-timeline for the can animation. The static version of the can is disabled
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and replaced with the animated version when the Control clip starts. Double
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clicking the Control track clip will enter the Can Sub-Timeline, leaving a
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breadcrumb at the top of the Timeline window.
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linkText:
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url:
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- heading: Can Sub-Timeline
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text: 'This sub-timeline contains an Animation track for the Can rolling off
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the table and bouncing on the ground, an Audio track for the sounds effects
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and a Control track for the liquid particles splashing out of the can. '
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linkText:
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url:
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- heading: Marker track
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text: "In the Timeline window, under the time ruler, there is a Marker track
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with one Signal at frame 1200. This is the Signal marker that triggers the
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jog audio clip on the Player once the Timeline finished and gameplay \u201Cjog\u201D
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resumes."
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