Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.

Interactive Timeline Control (Attack Combos / Quicktime Events)

Discussion in 'Timeline' started by Spy-Shifty, Oct 13, 2017.

  1. Spy-Shifty

    Spy-Shifty

    Joined:
    May 5, 2011
    Posts:
    546
    Hello,
    I want to use Timeline to compose attacks and combos for an Beat em Up game.

    I want to use Timeline because of its power. To setup camera positions, slowmotion, particle effects, hurtbox activations and custom tracks, ...

    My overall approach is:
    • Use a Timeline Asset ("AttackAsset") for each attack animation to define which and when an hurtbox apears, how strong the damage of the attack is and so on...
    • Now build combos by using each "AttackAsset" in a ComboAsset (again a Timeline Asset) or other ComboAssets

    The big question is.... How to control these AttackAssets in the ComboAsset Timeline
    • I imagine to mute single clips or hole tracks
    • Is it possible to add Timelineassets through a custom playable to a Timelineasset (I imagine it should be, because it is a playable)?
    • Or sould I use ControlPlayableAssets and multiple PlayableDirector on my character (is it then possible to blend between animations?
    My solution could be:
    • create a custom track to control activations and other playableassets
    • create a ActivationBehaviour and a TimelineAssetBehavour for that custom track
    • ActivationBehaviour controls whether the following elements in the track should be played or not
    • TimelineAssetBehavour plays a timeline asset
    Is this possible or do I run into a dead end?
    A similar approach could be used for quick time events...

    AttackAsset:
    upload_2017-10-13_8-57-0.png

    ComboAsset:
    upload_2017-10-13_9-10-27.png

    Kind regards,
    Spy-Shifty