Unite Europe 2017 - Overview of Timeline & Cinemachine
Вставка
- Опубліковано 2 лис 2024
- This talk gives an overview of all the key scenarios of what you can accomplish with Unity's Timeline and Cinemachine: trailers, cutscenes, in-game sequences, and more! We will go over the high-level concepts as well as demonstrate the fundamentals of how to use these tools in the editor.
For more information on Unite Europe and future Unite events visit this page. unite.unity.com/
Adam Myhill - Unity Technologies
Mike Wuetherick - Unity Technologies
I feel like I'm there... watching Mike and Adam working on the future of cinematic game design.
One word for you fellas.. one word about timeline and it's partner Cinemachine.. i've been using it for about 30 hours total... one word.
EPIC win!
two words?! Well I got timeeee for jokes, with all the timeee I'm saving by not scripting animations. Drag, drop... boom, done deal.. oh blend... scrub timeline.... live preview, tweak preview, done.
Timeline is working well for my GearVR game. I'm using it in 12 scenes with a few timelines per scene.
Unity folks, please continue to release early and often! well done on the live training session!
Breathtaking! Thank you Unity! Seriously. Thank you and all the TL and CM devs very very much for the development that went into these fantastic tools and all of the well made presentations.
Can we get the script you use for the Trigger Chest? (15:13)
at 40:34 you guys did "Playable track > then right click > add clips". But where did " Add clips" option came from? this answer would be helpful if answered
Hope this gets answered, I'm wondering the same thing.
Great content. Still lack of 2D implementation videos of this feature though. There are people who like 2D as much as 3D.
Next time you guys present, why don't you just have a blank black screen because that's basically what you are showing.
And you are a dipshit.
i wonder if you can have animation stretching in time line
Unity is a great tool but with two things wrong.... presentations are unprofessional (often rushed and ill-prepared) and support assets are vacant (the script mentioned).
The worst person to give a presentation is the engineer, they wrote and developed it, so know too much, certainly more than users. To a non-scripter (Artist), there is no such thing as simple/easy, timeline is a blurred line for both Artists and Scriptwriters alike.
The next step is to automate triggering without scripts if((collision=Player (or other collider from Layers drop down list), run Action (public key = Action Type), else 0)) Player is defined in layers, use layers for all other collider choices, Timeline name is like any other picker list. When I click Trigger on a collision object, this signifies that I want an action to take place, so once ticked, I should then see an expanded set of features. The type of action (timeline, animation, play sound etc) from that choice, I choose what is the trigger (player, time, npc etc), that does away with a large portion of the mundane adding and writing scripts, logic dictates that you have set a Trigger function for a reason. Anything beyond that simple scope can be created bespoke, albeit timeline can do almost anything for those that cannot code.
By all means make this appear procedural but do a lot more of the mechanics, this will save countless hours.
Is it possible to get the interactive scripts?
Looks like I can start throwing out a lot of scripts.
and math. just like when we used to do AI back in unity 3
Looks like they didn't prepare for the demonstration. It's a bit frustrating to hear "a lil bit here, now put it there" instead of hearing explanations how it exactly works and what functions actually do. Not sure I know how to use this after watching this, a huge time waste. Your rival Unreal made a better job for this.
I hope their development skill is not like their performance skill
All of these genuinely exciting and powerful new set of functionality is complete let down by not being able to create timeline events or triggers and something as simple as playing a timeline backwards without hacks. It's inexcusable really.
This is a new feature that is not born of incorporating already existing and time-tested business practices into unity and as such, is subject to go through many phases containing feedback and re-design. As they say in the post: "We would love to hear what you think. If you have any feedback, feel free to tell us in the Cinemachine forums.". You should go there and post a constructive post regarding your concerns and needs instead of whining about it in a place the developers don't read.
A major feature that is missing core aspects should not have got out of beta.
They choose to broadcast on UA-cam, therefore *these* comments are on UA-cam.
My concerns are about Timeline, not Cinemachine.
I've already posted on the Unity forums and given feedback as to exactly which parts I think need improvement.
So when you're dismounting your high horse, maybe you can dislodge your foot from your mouth too.
"Crusade".. lol grow up. They screwed up, someone pointed it out, deal with it.
I wouldn't agree that it is not ready for beta, I am already utilising it for cinematic sequences in my game, it has areas it can improve on but i'm glad it was released when it was, it's in a good state.
You'll never succeed with that negative view. Maybe try becoming an alcoholic and gambler instead of a game dev.