For the issue at 12:06 with the activation clip remaining on after the timeline has played, if you click on the track itself (not the activation clip) there is an option for "Post-playback state" change that to "inactive" and it will turn off. I think you have "Leave As Is Selected" which will leave the clip as active as per your scene. Thanks for the video! You're by far my favorite Unity instructor!
I plan to watch this in the future when I try to implement my own version; but I really enjoy your quick examples on how you would go about implementing certain features. It's great learning opportunities seeing different way developers can solve problems.
Not bad at all. What I would like to see is a interactive cutscene involving dialogue you can press a button to continue or it continue by itself after a amount of time.
The way I am doing this right now is by creating a CutsceneManager which runs a cutscene class made up of steps, and each step has a coroutine for what happens in it. And there can be different steps like a dialogue step with the functionality you described as well as steps using the timeline, or steps that wait for a certain input
I love your videos!! You should do a video about making a door that needs a key to interact with the door or puzzles like pulling levers for a sequence to open a passage way. But honestly I want to see more of your ideas
Quick support tip for the ending issue/glitch -- Activation tracks have a 'post-playback state' if you click on them and look at the inspector window. You can set that red fight text to be 'inactive' post-playback as an alternative to messing with the length.
If your Timeline play button is greyed-out and you can't preview your Timeline animation, make sure the gameobject in the Timeline editor is Prefab->Unpacked completely
I’m relatively new to programming in unity and I have been wondering if you can use timelines after the player has played the level for example as an exit timeline that uses multiple objects 😅
This helped me a ton, thank you. How do I control when the Timeline starts though? My scene is loaded from a main menu (which I also made following your video for that), and when it loads the playable scene, it works fine the first time, but if I go back to the main menu and start again, the objects aren't animated anymore.
What happens when an object needs to be used in different timelines? Because the Playable Director that is put on the object can only point to one timeline at a time and you can't have multiple of the same component on an object?
How Unity knows that I can't control the player during Timeline playing? Even enemies doesn't follow the player. Is the value of Time.deltaTime 0 while Timeline is running?
For the issue at 12:06 with the activation clip remaining on after the timeline has played, if you click on the track itself (not the activation clip) there is an option for "Post-playback state" change that to "inactive" and it will turn off. I think you have "Leave As Is Selected" which will leave the clip as active as per your scene. Thanks for the video! You're by far my favorite Unity instructor!
love u
@@d0c_dev happy to help
I plan to watch this in the future when I try to implement my own version; but I really enjoy your quick examples on how you would go about implementing certain features. It's great learning opportunities seeing different way developers can solve problems.
Great introduction to timeline, exactly what I was looking for, thanks!
Not bad at all. What I would like to see is a interactive cutscene involving dialogue you can press a button to continue or it continue by itself after a amount of time.
Maybe u can achieve that using timeline signal.
Skyrim
That is exactly what I am looking for. Have you found something helpful already?
@@florinoxas im trying to find the same..
The way I am doing this right now is by creating a CutsceneManager which runs a cutscene class made up of steps, and each step has a coroutine for what happens in it. And there can be different steps like a dialogue step with the functionality you described as well as steps using the timeline, or steps that wait for a certain input
I love your videos!! You should do a video about making a door that needs a key to interact with the door or puzzles like pulling levers for a sequence to open a passage way. But honestly I want to see more of your ideas
Good vid, will be useful for our next game!
Woah this is great! Love these tutorial videos 😃😃
I use timeline all the time. This is a good feature for those familiar with video editing.
Quick support tip for the ending issue/glitch -- Activation tracks have a 'post-playback state' if you click on them and look at the inspector window. You can set that red fight text to be 'inactive' post-playback as an alternative to messing with the length.
Not all heroes wear capes. Thanks a bunch dude.
This is actually just simple enough, thanks man
This is so helpful!
If your Timeline play button is greyed-out and you can't preview your Timeline animation, make sure the gameobject in the Timeline editor is Prefab->Unpacked completely
thats a really cool "FIGHT" audio.
This is perfect for my Cars 2 (the movie) dating sim!!! 🚗💦
So good BMo
Love to see your work
I’m relatively new to programming in unity and I have been wondering if you can use timelines after the player has played the level for example as an exit timeline that uses multiple objects 😅
underrated video
Very helpful. thank you.
Thanks Really Helpful
This helped me a ton, thank you. How do I control when the Timeline starts though?
My scene is loaded from a main menu (which I also made following your video for that), and when it loads the playable scene, it works fine the first time, but if I go back to the main menu and start again, the objects aren't animated anymore.
Can this animate other component's properties other than transform?
What happens when an object needs to be used in different timelines? Because the Playable Director that is put on the object can only point to one timeline at a time and you can't have multiple of the same component on an object?
Don't worry about the jank, bmo. You can do no wrong.
Hi, could you share the source code of your timeline example ? It'll be great appreciated!
Awesome
How Unity knows that I can't control the player during Timeline playing? Even enemies doesn't follow the player. Is the value of Time.deltaTime 0 while Timeline is running?
Thanks
Quite a confusing video regarding recording the movement between 2 points and fiddle with the record button.
who found this channel by searching
bmo
I've just ruined your like-count from the round 700 to 701.
Bmo can I hire you to voice act the word FIGHT! in my Kung Fu Panda (the movie) online role play game?!! 🐼💥
Nice clickbait😂
i feel its needlessly over complicated