Animate in-game cutscene

I am making an old BG clone. I have an in-game cut scene mocked up here:

It works with code. I would like to use the timeline of the animator to make it easier to update and develop. I would use the same functions i have already written but i would call them by dragging and dropping them to certain times on the timeline. For example:
1 second - DogRunsAway(), FatherAttacks()
3 seconds - ManOnLionKingRockAppears()
Right now its done through code but its hard to keep track of.
The Unity animator window allows functions to be called on the object the animator component is attached to but i want control of all the objects in the scene. I do not like the idea of putting everything under one object parent object just for this but i tried it anyway and it seemed to not work (clicking properties would not add them).
Is there any solution for this kind of thing? I could put an animator component on everything i want to control but that s messy and i do not get an overview of what is happening at each part of the timeline.

Have you considered using Timeline? It’s made exactly for purposes like this.

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Hi TonyLi. Thanks for the suggestion, i actually missed that feature. It seems it does not yet handle function calls: Using Timeline to call a function?
So i think i will just keep the code version for now and hope they are ready for when i need to do more complex things

It’s extensible. Instead of function calls, use the wizard to create new timeline element types (called Playables) that you can drop onto the timeline.