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			109 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
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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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