Timeline is a very underrated part of Unity. Not enough people are aware of the ability to customize the timeline ( 16:40 ) to manage just about anything in the game. This topic is one of the most highly viewed on my (small) channel.
it's a confusing thing. I was trying to get into it, but had no much time to figure out things. Also I depend on coder and what he can do. So we put it away for better times.
I've been watching it develop for ~5 years and assumed by now it would be very mature and bug free. I've finally started to use it and in reality it's ridden with lots of edge case bugs that are not always reproducible, huge limitations with even basic things, ridiculous workflows for some things and lots of inconsistencies and that is with a relatively simple timeline. Thing is, I can't just put this away for a month till bugs are fixed as this is 5 years+ old now.
@@Ziplock9000 This is not aligned with my experience. I have tons of custom code using Timeline doing everything from controlling large scale cut-scenes all the way down to a replacement of the animation system for my AI. It's not perfect, for sure, but I could not do my work without it.
@@WizardsCode I'm glad you got it to do what you want but I could produce a definitive list of reproducible game-breaking errors and basic limitations with timeline even with the latest version that has stopped me creating quite a basic intro cinematic for my game. I've had to completely re-work, fudge and hack it to get it to work making the whole procedure several times longer than it should. The bugs and limitations are categorically there and not speculative or up for debate.
@@Ziplock9000 I agree completely, there are so many issues that I have with the Timeline or things where we had to do weird fixes to overcome something the Timeline simply couldn't do. It feels so bare bones, even with the extensions given (why is there a text switching track but not one for TextMeshPro???). Even scrubbing through the timeline without playing the scene throws dozens of errors with simple UI buttons activating and deactivating, it gets pretty aggravating. I have to use it for my work but I have so many problems and issues with it.
Yes! We need more Timeline tutorials, examples, and content. It's kinda funny how at my work we say we use Timeline animations but always refer to the old Animator + animation clips workflow and we actually don't use timeline. Maybe after this, we could have better use of it, at least for the tutorials that are written 100% in code with some specific graphics that are never used afterward. The best Unite Now 2020 talk so far :)
I really think the timeline is one of the most powerful features of Unity. I hope to see more content and tutorials about timeline. Thank you very much Ciro !
This is much better than the other example, maybe a bit more slower and step by step, rather than just showing this does this, and that does that etc., still nice to watch to get a rough idea though. I'm trying to create a cutscene for the end of my game that shows multiple 3D scenes as cutscenes one after the other, so as to show how the worlds/levels they went through have changed from completing the game, i.e. like a reminder of the levels they completed. I'm assuming using timeline for this kind of thing, maybe record each cutscene then edit them together?. I am familiar with simple animations but not cutscenes, never mind trying to create one from multiple scenes with some rolling credits(that bit is fine the credits, just use a scrolling UI Text field) But yeah been watching lots of these and can't find what I'm looking for, most are just cutscenes of a single scene.🤯🤕🤣✌
Seeing the assets for the Viking and Archer in a lot of Unity videos, but do not seem to be on the Unity asset store to download. Would be nice that Clash of Clans example was available as a demo game.
> Makes sense to have QTEs in timeline No, it doesn't make sense. Timeline does not work with animation in any meaningful way besides simple cutscenes. You can't crossfade to a different section of the same timeline, you can not blend between 2 different timelines. You can not do anything with built in animation tools that isn't simple cutscene
This guy presentation is very good and detail but his voice makes me sleepy. Need motivation speaker. I know this guy is trying to show off. But he's not good at public speaking. He need to take a break, do jogging, have fun....
Timeline is a very underrated part of Unity. Not enough people are aware of the ability to customize the timeline ( 16:40 ) to manage just about anything in the game. This topic is one of the most highly viewed on my (small) channel.
it's a confusing thing. I was trying to get into it, but had no much time to figure out things. Also I depend on coder and what he can do. So we put it away for better times.
I've been watching it develop for ~5 years and assumed by now it would be very mature and bug free. I've finally started to use it and in reality it's ridden with lots of edge case bugs that are not always reproducible, huge limitations with even basic things, ridiculous workflows for some things and lots of inconsistencies and that is with a relatively simple timeline. Thing is, I can't just put this away for a month till bugs are fixed as this is 5 years+ old now.
@@Ziplock9000 This is not aligned with my experience. I have tons of custom code using Timeline doing everything from controlling large scale cut-scenes all the way down to a replacement of the animation system for my AI.
It's not perfect, for sure, but I could not do my work without it.
@@WizardsCode I'm glad you got it to do what you want but I could produce a definitive list of reproducible game-breaking errors and basic limitations with timeline even with the latest version that has stopped me creating quite a basic intro cinematic for my game. I've had to completely re-work, fudge and hack it to get it to work making the whole procedure several times longer than it should. The bugs and limitations are categorically there and not speculative or up for debate.
@@Ziplock9000 I agree completely, there are so many issues that I have with the Timeline or things where we had to do weird fixes to overcome something the Timeline simply couldn't do. It feels so bare bones, even with the extensions given (why is there a text switching track but not one for TextMeshPro???). Even scrubbing through the timeline without playing the scene throws dozens of errors with simple UI buttons activating and deactivating, it gets pretty aggravating. I have to use it for my work but I have so many problems and issues with it.
Yes! We need more Timeline tutorials, examples, and content. It's kinda funny how at my work we say we use Timeline animations but always refer to the old Animator + animation clips workflow and we actually don't use timeline. Maybe after this, we could have better use of it, at least for the tutorials that are written 100% in code with some specific graphics that are never used afterward. The best Unite Now 2020 talk so far :)
Yeah, an animation's "timeline" vs "Timeline". Confusing to many.
I really think the timeline is one of the most powerful features of Unity. I hope to see more content and tutorials about timeline. Thank you very much Ciro !
WOW, great video.
Perfect, thank you Ciro, that was exactly what I was looking for.
Extremely cool and powerful, thanks for the great talk!
Ciro is the man.
Great video! It really inspires to work with timeline and create amazing effects. Thank you Ciro.
What a great and informative tutorial. Thank you very much for sharing this to us!
*Great.. I was looking for this...* 👍
This is much better than the other example, maybe a bit more slower and step by step, rather than just showing this does this, and that does that etc., still nice to watch to get a rough idea though.
I'm trying to create a cutscene for the end of my game that shows multiple 3D scenes as cutscenes one after the other, so as to show how the worlds/levels they went through have changed from completing the game, i.e. like a reminder of the levels they completed.
I'm assuming using timeline for this kind of thing, maybe record each cutscene then edit them together?.
I am familiar with simple animations but not cutscenes, never mind trying to create one from multiple scenes with some rolling credits(that bit is fine the credits, just use a scrolling UI Text field)
But yeah been watching lots of these and can't find what I'm looking for, most are just cutscenes of a single scene.🤯🤕🤣✌
Seeing the assets for the Viking and Archer in a lot of Unity videos, but do not seem to be on the Unity asset store to download. Would be nice that Clash of Clans example was available as a demo game.
@@CiroContinisioUnity Awesome, thanks for pointing that out!
Awesome!
You ned to put links in the description- seriously 47:30
I want material & tutorial about this, Is it possible that you share this?
Hey man have you found anything about this? I know it's been 2 years but I'm gonna hope anyways
🙌🙌🙌🙌🙌
Hey! Do anyone know how to make object move with the same speed in timeline mode
Cool
Is the projects demonstrated here public?
Ciro fuckin rocks
Has noone noticed how that is Clash Royale
> Makes sense to have QTEs in timeline
No, it doesn't make sense. Timeline does not work with animation in any meaningful way besides simple cutscenes. You can't crossfade to a different section of the same timeline, you can not blend between 2 different timelines. You can not do anything with built in animation tools that isn't simple cutscene
as usual. a lot of talking and little doing
So slooooow. Dude, we're here for a tutorial, not an exposé on what you think about cutscenes.
This guy presentation is very good and detail but his voice makes me sleepy. Need motivation speaker.
I know this guy is trying to show off. But he's not good at public speaking. He need to take a break, do jogging, have fun....