Getting Whole Timelines to Loop
Posted: Mon Mar 06, 2023 11:08 pm
Hello,
So my team has recently reached beta and I am now able to polish some things that have been under my skin for a while now. We have several cutscenes already implemented and Dialogue System has been a useful tool for us.
We've been using it with the pattern where the Dialogue System conversation controls the flow of the cutscene. In a simplified explanation, we have a cutscene manager that essentially loads up the Unity scene, creates the relevant prefab, then calls start conversation then yields until it is done. The conversation then runs the playable directors through sequencer commands.
Here is an animation being called from a sequence command while a line of dialogue is being delivered. Now, I'd like to have this timeline playable loop. Currently, it plays once and then everything freezes. I know there are other solutions to the freezing besides having the timeline loop, but after talking it over with my lead about it, every other solution we could come up with would require a significant overhaul of our completed content. However, all of the methods I've tried to accomplish that so far have not worked. Before throwing the towel in on this and doing some significant reworking, I'd like to ask for help here to see if anyone has a solution for this. I've tried setting the playable director's wrap mode to loop and then using the sequence command to call the command with NoStop set to true.
I've also tried just setting the wrap mode to loop and even trying to set NoWait to true even though I am pretty sure that is not what I am looking for.
I feel like the solution for this is probably staring me in the face and I am just missing it, like being stuck on a puzzle in Zelda.
If anyone has any advice I would really appreciate it.
So my team has recently reached beta and I am now able to polish some things that have been under my skin for a while now. We have several cutscenes already implemented and Dialogue System has been a useful tool for us.
We've been using it with the pattern where the Dialogue System conversation controls the flow of the cutscene. In a simplified explanation, we have a cutscene manager that essentially loads up the Unity scene, creates the relevant prefab, then calls start conversation then yields until it is done. The conversation then runs the playable directors through sequencer commands.
Here is an animation being called from a sequence command while a line of dialogue is being delivered. Now, I'd like to have this timeline playable loop. Currently, it plays once and then everything freezes. I know there are other solutions to the freezing besides having the timeline loop, but after talking it over with my lead about it, every other solution we could come up with would require a significant overhaul of our completed content. However, all of the methods I've tried to accomplish that so far have not worked. Before throwing the towel in on this and doing some significant reworking, I'd like to ask for help here to see if anyone has a solution for this. I've tried setting the playable director's wrap mode to loop and then using the sequence command
Code: Select all
Timeline(play, playableName, false, true)
I feel like the solution for this is probably staring me in the face and I am just missing it, like being stuck on a puzzle in Zelda.
If anyone has any advice I would really appreciate it.