Timelines and Playables

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Janooba
Posts: 4
Joined: Tue Jan 05, 2021 1:03 am

Timelines and Playables

Post by Janooba »

Hey there!

I'm currently trying to get dialogue working with the timeline. For example, my game is first person, so I have a view model attached to the dialogue camera just for animating these sequences.

So far using "Timeline()" in the sequence editor works, but it raises a question about usage...

Since the Timeline command targets Directors, if I wanted a different timeline to play per dialogue entry (so that it's synced up with branching, and players continuing at their own pace) I'd have to have a unique director and view model hierarchy for every sequence so that it can be targeted by the Timeline command.

I'm looking for a way to swap out the Playable's instead or something. Any way to reuse the director and hierarchy.
Unless I'm misunderstanding the process and how directors work.
Janooba
Posts: 4
Joined: Tue Jan 05, 2021 1:03 am

Re: Timelines and Playables

Post by Janooba »

Update: I didn't realize that a director didn't have to have the animator component underneath, so I guess that solves that problem.

I just put each director on its own gameobject, referencing the view model under the camera.

If anyone has any other suggestions I'd love to hear it, but otherwise I think I've got this figured out.
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Tony Li
Posts: 21987
Joined: Thu Jul 18, 2013 1:27 pm

Re: Timelines and Playables

Post by Tony Li »

Another tip: You can put timelines in Resources folders or mark them as Addressable, and the Timeline() sequencer command will load them as needed. This way they don't have to be in the scene. Personally, I think it's more hassle than it's worth. It's easier to have it set up in the scene so you can test it more easily.
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