Blending gameplay and storytelling with Timeline: 2019 Improvements - Unity at GDC 2019

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  • čas přidán 19. 07. 2024
  • Discover how you can use the latest Timeline features - such as Markers and Signals, nested Control tracks, and root motion offsets - to produce compelling interactive experiences.
    Speaker: Ciro Continisio (Technical Evangelist, Unity Technologies)
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Komentáře • 20

  • @diher57
    @diher57 Před 5 lety +6

    is there option to blend two timelines into each other ?

  • @NaruHinn
    @NaruHinn Před 5 lety +1

    Cool stuff

  • @IanWaldrop
    @IanWaldrop Před 4 lety +4

    seems like a missed opportunity to not be able to just have a signal asset reference in the inspector and then be able to subscribe to it without having to use the signal receiver.

    • @gazereaper
      @gazereaper Před 4 lety +2

      As it is with most of their systems... They keep enforcing their "easy to use" approach even though often that is not a clean solution to the problems they create.

  • @kidfunchanel7636
    @kidfunchanel7636 Před 5 lety

    thank.

  • @pnvgordinho
    @pnvgordinho Před 5 lety +7

    I hope Brackeys does a tutorial about this because I got lost in this one.

    • @AurelioProvedo
      @AurelioProvedo Před 5 lety +6

      I found the explanation really thorough and patient. Take into account that the scope of this video is very specific: its aim is solely to communicate the improvements in this new Unity version. You should already have a strong understanding of Timeline before watching this.

  • @necrago
    @necrago Před 4 lety +2

    With new features come new bugs and glitches,... oh, great!

  • @tamannaverma1831
    @tamannaverma1831 Před 5 lety +2

    guys make a tutorial to make games like gta in unity

  • @pnvgordinho
    @pnvgordinho Před 5 lety +3

    Why there's a Timeline and cinemachine?. Why not just one system to control everything?.
    If you want to animate a camera, click it and had a timeline. Within it, you get all the parameters you can animate such as position, rotation, etc. If you want to animate a character, click it and had another track and the rest is like the camera. All 3d software out there works like this. And you should had layers to the timeline.
    Example: you have a layer that as all the timelines regarding cameras and you have another layer that has all timelines regarding a character. You could had or subtract timelines from any layer. Lets say you want to sync the camera movement to a character, you put Both timelines, camera and character in the same layer. You just need to copy the systems of the 3d software out there like Maya or Blender.
    Making an analogy with games, if you are going to make a fighting game, copy street fighters moves, someone already made them and they work perfect.

    • @pnvgordinho
      @pnvgordinho Před 5 lety +1

      I don't know what 3d software you use but you can do interactive stuff/games with almost every 3d software out there like Maya, Blender, Cinema 4d.
      For me, it doesn't make sense having two systems that do almost the same thing.
      It should be just one timeline for everything.

    • @SunSailor
      @SunSailor Před 4 lety +3

      @@pnvgordinho If it doesn't make sense for you, you haven't understood what the components are really doing and how versatile they are. Cinemachine is a virtual camera operator, which keeps the camera on a choosen target depending on several rules. What you want to do can already achieved by animating the camera itself, but you don't need timeline for this. This is what the animator window is for, there all objects are the same and you can work as you described. Cinemachine and timeline are some very different kinds of beasts to this.

    • @pnvgordinho
      @pnvgordinho Před 4 lety +1

      @@SunSailor Well, I can give you another example that doesn't makes sense to me. I think that in cine machine theres a tool to make a rail, a path, so the camera can follow that rail (track and dolly).
      For me, this tool should be in the core of unity and not in cinemachine. I've seen people using this tool to put objects running on the rail. It would make total sense if the tool was in the core and used by any object you want, and not a tool that is in cinemachine and people mite not know about it.

    • @SunSailor
      @SunSailor Před 4 lety +1

      @@pnvgordinho First, that's a completly different argument, I disproved you with the reference to the animation editor. That is, what you find in all major 3D environmants, so we should be good for this. For this, this doesn't make sense, just because it is not even ment so. There are a lot of tools and assets to do this, misusing Cinemachine for this shows the creativity of the people using it but doesn't falsify the design. I really don't see your point here. Ok, you don't like Unity, go use Unreal and everything is fine. But you try to make arguments from things, which are simply not ment the way you presume. Take a real dip into the concepts and you will understand, what is ment for which use case and how well it works there. That it works well already disproves your arguments until here anyway.

    • @pnvgordinho
      @pnvgordinho Před 4 lety

      @@SunSailor Listen, you are free to have your opinion and I also have that freedom. If you like the way cinemachime is done, fine, but Im free to have a different point of view. And the "works well", if it works well for you good, but theres no problem if there are people that don't think like that. Lets wait for future versions of unity and see if they keep the things that work well, or if they make changes. And by the way, I didn't said I don't like unity.