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.

Suitability of Timeline for use with input driven dialogue/cutscene system

Discussion in 'Timeline' started by arvzg, Aug 19, 2017.

  1. arvzg

    arvzg

    Joined:
    Jun 28, 2009
    Posts:
    619
    I'm putting together a dialogue and cutscene system that is able to for example:

    1. Play a walk animation
    2. Move player to certain position given a speed (not time!)
    3. Once the player has reached the position, start a dialogue
    4. Once player has clicked through the dialogue, walk and move to another position
    5. Another dialogue

    Now the dialogue system should wait for the player to click 'next' before advancing through each line of the script, and the next set of actions shouldn't start until the last line has ended.

    From what I've seen of Timeline, it seems like it's very much a 'start to finish, trigger everything along the way'. I'm not seeing any potential of doing things like waiting for player input.

    Is there some way to extend Timeline to do what I'd want, or is it simply not the right tool for the job?
     
    fastgamedev likes this.
  2. Kellyrayj

    Kellyrayj

    Joined:
    Aug 29, 2011
    Posts:
    933
    I think you could pull this off by breaking up each of your steps into their own timelines. And then the player input would trigger the next timeline to play.
     
  3. arvzg

    arvzg

    Joined:
    Jun 28, 2009
    Posts:
    619
    Well what if a conversation has 16 lines of dialogue? The player has to push a button to continue the dialogue each time, does this mean I need 16 different timelines for just 1 dialogue? Probably not very efficient, unless there was some nice way to do it