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[Released] Rhythm Timeline

Discussion in 'Assets and Asset Store' started by Sangemdoko, Mar 16, 2021.

  1. Sangemdoko

    Sangemdoko

    Joined:
    Dec 15, 2013
    Posts:
    222
    Rhythm Timeline
    Available on the Asset Store
    Playable Demo Available on Itch.io




    Documentation Available on our Website

    Rhythm Timeline is a system built on top of the Unity Timeline and allows you to create rhythm tracks very easily in the Unity Editor. In addition all Unity Timeline features work too, so you may create cinematic views animated by the timeline while your rhythm tracks are playing. It will be synced automatically and everything can be previewed in the Editor, no need to enter play mode to see the result. This makes it completely different from other existing solutions.

    The Notes can easily be edited without any code, both in game and in the editor.
    Those who wish to create custom notes with special functionality can easily do so with a bit of code as the Rhythm Timeline source code was refactored many times to be as simple as possible. All the source code is included!

    Main Features
    • Rhythm track Editor using Timeline
    • Preview note positions from the Game View in Editor mode
    • Drag & Drop Note Definitions on the Rhythm Tracks
    • Bpm & Non-Bpm constrained Note duration and position supported
    • Fully customizable Note Prefabs
    • Customizable Editor Clips
    • Event Senders and Receivers for each Input & Note state
    • Easy to use Pool, Toolbox, and Scheduler utility scripts
    • Accuracy & Score system

    The asset contains the following
    • Custom Playable scripts for the Rhythm Track, Timeline Asset, Clip and more
    • 11 timelines with 8 music of different genres.
    • 4 Note scripts, 7 Note prefabs: Tap, Hold, Counter, Swipe (Left, Right, Up, Down)
    • Utility scripts: Scheduler, Object Pool, Toolbox
    • Accuracy and scoring system
    • Demo scene with a song chooser, works both on PC and Mobile devices

    The asset requires
    • Unity 2019.4 or higher
    • TextMeshPro v2 or higher
    • Timeline v1.2 or higher
     
  2. wtetotew

    wtetotew

    Joined:
    Apr 12, 2020
    Posts:
    68
    Hi!

    Do tempo track and other assets can be used in default unity timeline?
    Do note can be used to activate or deactivate another custom gameObject (not moving).
    Basicaly is it customizable and adaptable for another kind of rythm game?

    Thanks.
     
  3. Sangemdoko

    Sangemdoko

    Joined:
    Dec 15, 2013
    Posts:
    222
    The tempo track is a custom Timeline asset built on top of the default Unity Timeline asset. Therefore you can add any of default clips, such as activation clips, audio clips, cinemachine clips, etc...

    No you cannot add tempo tracks within existing unity timelines unfortunately. But I believe you can nest our custom timeline within an existing default unity timeline or the other way around, using this technique defined here: https://docs.unity3d.com/2018.4/Documentation/Manual/TimelineNestingInstances.html
    I have not tested this so I could be wrong.

    In the Player Director you'll see an option to sync with DSP (Digital Signal Processing). This option makes sure your timeline syncs with audio. Then you may use a simple Event or activation clip to activate a gameobject at a specific time.

    Our asset is used for more advanced use cases where you need to know that the note is coming in advance having an activate, start, perfect, stop and deactivate event. This allows notes to move in sync with the music and predicts exactly where they will arrive at a specific time in the timeline.

    By default the Note components move the game object (instantiated from a prefab) at a certain speed in a certain direction.
    You could either use the speed and direction parameters or create a custom Note script by inheriting the base note script to customize things to your liking.

    The scripts that come out of the box are specifically designed for rhythm games where the notes move and arrive at a specified position, example "Tap Tap Revenge", "Guitar Hero" or "Taiko No Tatsujin". But with a few custom scripts you could extend the system to do other types of rhythm games.

    If you haven't watched it yet there's a video tutorial that goes over everything that comes out of the box:


    You can find the full documentation here for more detail: https://dypsloom.com/Documentation/RhythmTimeline/Introduction

    I hope this answers your questions.