%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: fcf7219bab7fe46a1ad266029b2fee19, type: 3} m_Name: Readme m_EditorClassIdentifier: icon: {fileID: 2800000, guid: df0f2bfc419694310b53e13d58b6c512, type: 3} 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: loadedLayout: 1