Unite Europe 2017 - Extending Timeline with your own playables

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  • čas přidán 5. 09. 2024
  • Learn the different scripts required for making a custom playable that can be used by Timeline, and get comfortable with the Playables Wizard which can create large parts of or entire Playables for you.
    The Timeline Playables Wizard is part of the default Playables package available here: www.assetstore...
    For more information on Unite Europe and future Unite events visit this page. unite.unity.com/
    James Bouckley - Unity Technologies

Komentáře • 34

  • @ewwitsantonio
    @ewwitsantonio Před 6 lety +23

    4:11 - The Main 4 Scripts overview
    Example Scripts:
    6:16 - The Data (Behavior)
    8:22 - The Clip (Clip)
    11:13 - The Mixer (MixerBehavior)
    13:28 - The Track (Track)
    Just did this for myself since I come back here pretty often. Maybe it will be useful to you too. :)

    • @yasirkula0
      @yasirkula0 Před 3 lety +2

      21:03 - Custom GUI (PropertyDrawer)

  • @mandisaw
    @mandisaw Před 8 měsíci +1

    Essential viewing! Coming at this from "the future", I think it helps to watch after having worked with built-in Timeline tracks/signals first. Even with the subsequent API changes, this was the best explanation of how/why the pieces fit together as they do.
    May also help to have dev experience with After Effects or Flash/ActionScript, as those seem to be the tool's inspiration as much as video NLEs.

  • @alfie8778
    @alfie8778 Před 4 lety +5

    It’s rare a Unite talk is actually the best CZcams content for its subject. Little bit of a shaky start but after that it became about as clear and succinct as you could hope for for such convoluted code.
    Thank you

  • @MungeParty
    @MungeParty Před 2 lety +3

    Rapidly cutting away from every code sample being described to show a closeup shot of the speaker's face while they're describing the code is incredibly annoying, I'm sorry. There was even a wide shot available that kept the code in frame on the projector, but more often it just cuts straight to the close angle. It plays like the editor was sure viewers would get bored of being able to actually read the code. This kind of thing is way too common in technical commercial material edited by paid production teams without direction from developers - effectively paying a premium for professionals to spend time diminishing the quality of the content.
    Editing aside, great presentation. Very informative, thanks!

  • @JJC1138
    @JJC1138 Před 6 lety +1

    Great job with this presentation. It felt like a complex topic as first, but by the end I'm confident that I understand it well enough to use the system.

  • @lazykid9167
    @lazykid9167 Před 3 lety +1

    wow. very well explained.
    very cool features.

  • @Nazareadain
    @Nazareadain Před 5 lety +2

    32:06 Cool. The exact thing I want to know which lead me here, and I just hear that it's possible, but don't even know where in the 4 scripts to try to collect that data not to mention make it actionable.

  • @cliftonb
    @cliftonb Před 6 lety +3

    "Ugh, nothing about this software is intuitive. Maybe someone who works for Unity can explain it to me."
    *Unity guy spends the first few minutes talking about how unintuitive it is and apologizing for how backwards it's designed*
    "Well, they're aware of it. Looks like I'm never going to get this."

  • @JunkerJames
    @JunkerJames Před 7 lety +1

    I assume you can change the Track Binding at runtime, via the Playable Director? i.e. you setup and preview a track using a dummy, but then at runtime, you could do some scripts to swap out the dummy reference to the live version? i.e. "Play this custom timeline on whichever object enters this trigger volume"?
    Other demos have shown drag dropping of objects onto the timeline, but in the same scene. We're doing a lot of multi-scene editing, so our main player is in a different scene from where we'd expect to use these timelines (actual levels).

    • @Ptiteigne
      @Ptiteigne Před 3 lety +1

      This is indeed possible
      I'm wondering (only 4 years too late) if you ended up using Timeline for this use case?

    • @JunkerJames
      @JunkerJames Před 3 lety

      @@Ptiteigne game was cancelled/put on back burner :(

  • @manuelrochon1550
    @manuelrochon1550 Před 7 lety

    Hey James, thanks for this great presentation!
    Would it be possible for you to provide an example of code for creating a custom Anim and/or anim controller track for timeline?
    I know that avatar masking is coming for timeline in the near future, but we'd like to be able to do it now if possible, and knowing how to make custom anim and anim controller tracks sounds really usefully anyways.
    I've been trying to do this for a couple of days now, but I can't figure out where to connect animation related things in the playable graph of the 4 scripts needed for a custom track. It seems like a lot of things are happening under the hood that are not exposed to us, and it's really not obvious where to plug ourselves. I already know how to create the equivalent (anim clips or anim controllers playable graph) outside of Timeline, that's super easy. But in the Timeline, it's hell! ;)
    Thanks a lot!

  • @AlexStrook
    @AlexStrook Před 7 lety +2

    The whole concept of timeline, playable, animation, animator and cinemachine is really blurry, it will take time to learn this new way of doing...
    Animating without having to create an animation clip and an animator for simple task sounds really useful though

    • @ThatsPety
      @ThatsPety Před 7 lety +1

      Strkl yeah, there is definitely a learning curve, but it seems general because these are very general propose tools. As Adam (head of Cinemachine) put it, they "don't know what kind of game you're making", so this stuff had to be robust to fit all use cases, and that can get daunting
      Just think of it like this. You need anything to change over time? Timeline is probably an option. You need a camera to do just about anything? Cinemachine is probably an option

  • @shadowtoast6294
    @shadowtoast6294 Před 7 lety +11

    Holy shit he's ripped.

  • @jakeslack27
    @jakeslack27 Před 6 lety

    Thank you for this, very helpful

  • @canadafirst692
    @canadafirst692 Před 4 lety

    It's not showing up in the Window menu once I import it. Any help?

  • @andrecoelho8001
    @andrecoelho8001 Před 7 lety +3

    When's this wizard coming?

    • @CraigGraff
      @CraigGraff Před 7 lety +3

      Not sure where to post this. Currently the wizard doesn't allow for custom classes, only standard Unity ones. To fix this (unless it was intended for some reason) you could update the Init function like so:
      static void Init()
      {
      var types = AppDomain.CurrentDomain.GetAssemblies().SelectMany(a => a.GetTypes());
      Type[] componentTypes = types.Where(t => typeof(Component).IsAssignableFrom(t)).ToArray();
      // original definition - only allows standard Unity classes
      //Type[] componentTypes = typeof(Component).Assembly.Where(t => typeof(Component).IsAssignableFrom(t)).ToArray();
      ...
      ...
      }

  • @yale3d
    @yale3d Před 3 lety

    The provided Timeline Playables Wizard link is dead. OK... So it is, just as usual, an outdated video again, isn't it?

    • @mandisaw
      @mandisaw Před 8 měsíci

      It's in the Asset Store, searched as soon as I hit that part of the talk :)

  • @RasTaIARI
    @RasTaIARI Před 6 lety

    wondering why there Classes are not generics

  • @huanqingliu9634
    @huanqingliu9634 Před 3 lety

    Still feel a little confused about the subject~

  • @isaachurley1709
    @isaachurley1709 Před 6 lety +2

    Doesn't really inspire confidence when the guy selling it to everyone finishes the talk with "Yeah maybe it'll be better next patch : ("

  • @TheSubsonicOne
    @TheSubsonicOne Před 4 lety +1

    yeah - if there is something simpler than this by now, the 'about' should be updated. This video and the complexity in it, is - to me - terrible. Way, way overcomplicated. Yeah, I know about the playables wizard, that's not what I'm talking about, though.

  • @ZoidbergForPresident
    @ZoidbergForPresident Před 7 lety +2

    Uuuh, what are playables and timeline exactly? :P

  • @chubs734
    @chubs734 Před 7 lety

    Cool

  • @lazykid9167
    @lazykid9167 Před 3 lety

    good talk. but - lets call the data-part behaviour?! - seriously ?

  • @Peak_Stone
    @Peak_Stone Před 4 lety

    1.25

  • @NaveedShah
    @NaveedShah Před 7 lety +1

    like