Unity 2017 Timeline with Playmaker: Part 1 - The Basics

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  • Опубликовано: 19 дек 2024

Комментарии • 22

  • @etsw
    @etsw 3 года назад +1

    2021 Jun - still works well with v2020.03. Thank you for this project, saved me :)

  • @Miguel-te3zj
    @Miguel-te3zj 7 лет назад +1

    Looking forward to the next tutorials about timeline and Playmaker. I already realize I was doing some stuff the wrong way. Thanks for this!

    • @DumbGameDev
      @DumbGameDev  7 лет назад +2

      Thanks my friend. Here is the next part: ruclips.net/video/MYzB6-nJmnI/видео.html

  • @kirikiriowambe9875
    @kirikiriowambe9875 7 лет назад +1

    This looks very good, thanks for the tutorial.

  • @Symphonio
    @Symphonio 3 года назад

    question bro, is there any way to pause the timeline, (like actually pause, cause when i use the "pause" it reverts the characters back to before the timeline was played.) Like I actually want the scene to pause with character positions and all, and then resume it after a dialog happens, any advice or help?

    • @samurai641
      @samurai641 3 года назад

      "Pausing" causes the timeline to stop evaluating which is why your characters are reverting. Use this instead:
      PlayableDirector.playableGraph.GetRootPlayable(0).SetSpeed(0);
      Look into Timeline Signals on how to make that happen automatically at certain points in your Timeline. Then later you can set the speed to 1 to resume.

  • @EMMAGamesforKids
    @EMMAGamesforKids 7 лет назад +1

    Hi, looks good. Works Playmaker Asset with current version Unity 2017?

    • @DumbGameDev
      @DumbGameDev  7 лет назад +1

      Yes, to make this work. You need Unity 2017. You can find the latest actions on the playmaker ecosystem. Just search "timeline" on the playmaker ecosystem.

    • @EMMAGamesforKids
      @EMMAGamesforKids 7 лет назад +1

      Dumb Game Dev thanks 👍

  • @gameastro7487
    @gameastro7487 6 лет назад +1

    how to remove the infos bulle in exécution game "wait for mouse" 1:16

    • @DumbGameDev
      @DumbGameDev  6 лет назад +1

      Sorry, dont understand your question. You can join us at invite-playmaker-slack.herokuapp.com if you would like more support.

    • @gameastro7487
      @gameastro7487 6 лет назад +1

      in 1:16 in your video how i can remove "bubble info" or "tooltips" ,
      is not going to make a game with bubble info that appears in execution

    • @DumbGameDev
      @DumbGameDev  6 лет назад +1

      Tooltips don't appear in the game, just the editor. Nothing to do with playmaker. It is called "gizmo" docs.unity3d.com/Manual/GizmosMenu.html

    • @gameastro7487
      @gameastro7487 6 лет назад

      ok than'ks i will test

  • @3d_workbench688
    @3d_workbench688 5 лет назад

    Do you still have timeline for 5.6 by any chance? If you do could you please sare link to it or something? They removed link to Timeline Experimental Preview Release 1 from unity website.
    Dude you`ll save my life if you have it!

  • @nv7287
    @nv7287 5 лет назад

    Playmaker 8:47

  • @cmorait
    @cmorait 7 лет назад

    You should have an option to play it once. Now it is just playing and playing on and with "Play timeline" action.

  • @EndPuppet
    @EndPuppet 7 лет назад +1

    I was just about to scream because of the lack of playmaker integration with timeline editor, but the 7 hours ago you posted this video. Thank you!
    What about multiple animations that you could switch between. is it posible?
    For example:
    If I animate a door so that it opens after you click on the handle, could I do it also in reverse. One animation for the opening of the door, the other for its closing. Right now I can only see this being possible by using pause. Not ideal.

    • @DumbGameDev
      @DumbGameDev  7 лет назад

      Hi, do you mean, can we change playables (the file that holds all the animations) in the timeline? If so, yes we can. I will be covering that in my 3rd tutorial.

    • @EndPuppet
      @EndPuppet 7 лет назад

      well I'm subscribing then :) Thank you
      Changing playables sounds good, but would it be possible to have an animation of a door, that from frame 0 to 50 opens the door and from 50 to 100 closes the door, then have a trigger that gets the current frame and decides either to open the door or close it, based on the frame number.
      In other words- can I choose at which frame I start the animation and what triggers it.
      I want to avoid other ways of animating stuff as much as possible and want to use timeline editor for gameplay. But that means conditions and logic. On top of that I want to use it with playmaker.

    • @DumbGameDev
      @DumbGameDev  7 лет назад +1

      Why yes we can. Use the action "get timeline current time", to find the current time when playing. If you know your door stops at 10 seconds in, then you can compare that current time, with 10 seconds. When it reaches 10 seconds, you can use the action "pause timeline". Once the character leaves the trigger area (on trigger exit), you can then use the action "resume timeline", and the second half of the animation will play (close door). You can also manually set the point in your timeline using the action called "TImeline Jump". Sorry, I havent uploaded that last one yet to my github. I just wrote it today. I have a bunch more actions to add tomorrow to the github account for even more control.

    • @EndPuppet
      @EndPuppet 7 лет назад

      Thank you very much. Looking forward to those actions.