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[Released] Quick Cutscene Creator - Create cutscenes and camera paths in seconds!

Discussion in 'Assets and Asset Store' started by GoGoGadget, May 23, 2014.

  1. GoGoGadget

    GoGoGadget

    Joined:
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    Create advanced, high-performance cutscenes and camera paths in seconds!


    Featuring:
    • Easy, intuitive inspector GUI
    • Full Mecanim integration
    • Quick audio integration options
    • Fast Navigation options
    • Slow down and speed up time
    • Camera shake options
    • Automatic script handler - disable scripts you don't need in the cutscene
    • Broadcast a message to any object
    • Fully customizable transition movement
    • Easy Zoom options
    • Easily skip cutscenes
    • Benchy-marked performance on all major platforms
    • Standard & mobile-friendly smooth bezier curve options
    • Easily extensible method calls
    • Full, commented source code & documentation
    • And anything else you need! Have a feature request? We'll implement it!
    Don't spend hours trying to learn confusing, cluttered interfaces - get started in seconds with the Quick Cutscene Creator! Take control of a Mecanim Animator, curve through a scene as explosions are triggered, see the camera shake as it pans out to a wider view of the battle, slow down time as a bullet flies past - or simply skip the cutscene altogether.
    You have control with the Quick Cutscene Creator!

    Concerned about mobile performance? Don't worry - the Quick Cutscene Creator uses a high performance, benchmarked bezier curve solution, with a mobile-friendly curve option.

    Quickstart guide:

    Current version (1.6) changelog:

    1.6 Changes
    • Added timed transitions for all transition types
    • Added path handles
    • Updated code documentation

    Previous version changes:

    1.5
    • Updated Inspector GUI
      • Now handles huge animator controllers with lots of variables easily (eg. Prop's Animations)
      • Various other GUI improvements
    • Added Navigation Addon
      • Move your characters around during a cutscene
    • Added Animator+ Addon
      • Have full control over every animator at each transition if you need it.
    • Updated documentation

    1.4
    • Added in-editor path visualisation and visualisation modes
    • Added path view toggle
    • Updated demo scene

    1.3
    • Implemented Custom Control settings for movement and rotation
    • Added in support request for Legacy Animation compatibility
    • Added in extensible method calls & example script
    • Improved Smooth Curve (bezier curve) creation options
    • Polished inspector GUI
    1.2
    • Added easy zoom options
    • Updated documentation
    1.1
    • Added bezier curve implementation
    • Updated demo scene
    1.0
    • Initial version
    Documentation link
     
    Last edited: Jun 2, 2015
  2. GoGoGadget

    GoGoGadget

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    Quick Cutscene Creator version 1.2 is now live in the Asset Store! The main feature that comes with this update is easy-zoom, a FoV based zooming system that you can configure in seconds.
     
  3. GoGoGadget

    GoGoGadget

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    Quick Cutscene Creator v1.3 is now in the asset store - with tons of new features and extensibility options, pick it up now for just $10.

    Also, QCC has received its first review (5 stars):
    "This asset is very easy to use and set up. I have emailed support a number of times and they have been very helpful."
     
  4. GoGoGadget

    GoGoGadget

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    Quick Cutscene Creator v1.4 has been submitted for Asset Store review and should be live in a few days - don't miss your chance to pick it up now before the update!
     
    Last edited: Jul 8, 2014
  5. GoGoGadget

    GoGoGadget

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    Version 1.4 is live! Pretty excited about this update, which includes new toggle-able in-scene path views, to make editing paths easier and more precise.
     
  6. GoGoGadget

    GoGoGadget

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    Updated again! Version 1.5 is live, some great new changes and addons this version, check it out!
     
  7. GoGoGadget

    GoGoGadget

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    Quick Cutscene Creator has been updated to version 1.6! Lots of important features & improvements in this update, check it out!
     
  8. GoGoGadget

    GoGoGadget

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    Some assets can be silent killers when it comes to performance. The Quick Cutscene Creator isn't one of them. Don't take my word for it, here's a profiler screenshot of the QCC whilst running the demo scene:
     
  9. GoGoGadget

    GoGoGadget

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    Just updated the original post with the Steam Greenlight trailer for Down To One, made with the Quick Cutscene Creator!
     
  10. blackbird

    blackbird

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    could you make a video tutorial the documentation is super charged and confusing
     
  11. GoGoGadget

    GoGoGadget

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    We actually have one on our Youtube here:

    I'll update the OP to link it.
     
    blackbird likes this.
  12. RoyalAllen

    RoyalAllen

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    Hey is there a way to disable scripts by creating a new scripte and then disable on awake?
     
  13. GoGoGadget

    GoGoGadget

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    Hey Allen,

    Not entirely sure I follow, but what you could do is make a method in the script that disables it with this.enabed = false, then call that method using the "Broadcast Message" feature of the Quick Cutscene Creator.
     
  14. RoyalAllen

    RoyalAllen

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    @GoGoGadget Sure I will try that. Apologies for not being clear of what I wanted to achieve with Quick Cutscene Creator. But what I wanted to do was have a player that was loaded into new level, have it's monodevelop scripts disable. On the player I have the (don'tdestroyonload). So when reach the scene I could use the quick cut scene trigger and disable the players scripts. But I can't use the inspector tab to load player since I using the (don'tdestroyonload). So the player is not part of the scene. So I was gonna use a new separate script to disable the player on the start of the scene.
     
  15. telecaster

    telecaster

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    Jan 6, 2013
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    Hi,
    Love the tool. Pretty easy to set-up animations and so on. What I am missing as a new coder is a button that says play on load scene :) I am probably making this overly complicated, but I have a sequence that I want to run the second the scene loads. So I wrote a (poor) script. But it doesn't start the camera animation (animation works great when I press the play button during testing:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    namespace QuickCutscene.Demo
    {

    public class QCstartcutscene_cb : MonoBehaviour
    {

    public QuickCutsceneController demoCutscene;
    private bool iscutscenerunning = false;
    // Use this for initialization
    void Update()
    {
    if (demoCutscene.isActiveAndEnabled == false && iscutscenerunning == false )
    {
    demoCutscene.ActivateCutscene();
    iscutscenerunning = true;
    }

    }
    }
    }

    Any thoughts?
    Thanks for any help you can give.
     
  16. GoGoGadget

    GoGoGadget

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    Hey Telecaster,
    Try changing demoCutscene.isActiveAndEnabled to demoCutscene.playingCutscene :)
     
  17. telecaster

    telecaster

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    Yes!, that did it :)
    Thank you!

    Christian
     
    GoGoGadget likes this.
  18. mellovely

    mellovely

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    hey, Ive downloaded this and watched the video tutorial but I am still a bit confused. When I look at the demo in unity I can't see where the animation controller for the in cutscene animation is? So i don't know how to begin with that.
     
  19. GoGoGadget

    GoGoGadget

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    Hi mellovely,

    To be clear, you don't need any animation controller to use the Quick Cutscene Controller at all if you don't want to. I think the animation controller that you're talking about is on a child gameobject of the dancing character models.
     
  20. mellovely

    mellovely

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    If you don't need an animation controller then how to you make the character start dancing when it walks over the trigger? where do you store the animations you want to take place after the trigger is entered?
     
  21. GoGoGadget

    GoGoGadget

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    For that, you do need an animator controller - just making it clear that the base/core functionality of QCC doesn't require it to work :)

    Aside from that, all the QCC does is change animator variables at points in the cutscene - you can check the addons included in the package for other features like that.
     
  22. Bumthimble

    Bumthimble

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    Hello, This looks like an amazing Work! but i have a question, how do you make it work while it is in the game, like playing the game, then cutscene comes in, then continues to the game, how do you do it? Thanks :)
     
    blackbird likes this.
  23. GoGoGadget

    GoGoGadget

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    Hi Bumthimble, that is entirely up to you! You can call the method to activate the cutscene, lets say for example, when your character moves to a certain position.
     
  24. TheKing009

    TheKing009

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    Nov 21, 2016
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    Hey I want the cutscene to start as soon as the level loads and end after a certain time. Any thoughts on how to achieve it?
    Also qcc should feature activating some scripts instead of deactivating them and setting some variables in current running scripts.
    Can you please feature them in the next update.
    Please
     
  25. GoGoGadget

    GoGoGadget

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    Hi Aayushh,

    Quite simple to do (1) - just call ActivateCutscene() as soon as your level is loaded (try listening for the callback in a script, I forget what the API for it is, it's something like OnLevelWasLoaded). Then, after however many seconds, just call StopCutscene.

    All QCC actions are just an example - as you can see from the legacy animator plugin, it's very easy to write your own.
     
    TheKing009 likes this.