[Example] UnityTimelordBlender: A solution for blending timelines.

Something I’ve been working on for a while, and with a general lack of examples for complicated timeline scenarios around i wanted to share with the community.

https://github.com/imxzjv/UnityTimelordBlender

  • Jump within a timeline between two times.
  • Blend a timeline in/out at any point.
  • Play a sequence of timelines.
  • Example Linkage to Animator StateBeahviors.

https://vimeo.com/281070067

Built in 2018.2.0f2 - other versions may have issues.

13 Likes

A bit of a necro post, but I thought it would be best to ask the author directly. I downloaded and modified your demo scene to apply my own timeline to it successfully. It was just another animation in the timeline, nothing fancy. I had a good study of how your scripts interact and what needs to go where. Then I tried applying your scripts to my own scene. I’ve managed to reproduce the ability to switch timelines after importing your scripts to my scene, but with issues. I’ve followed your example of tying the change timeline to a button, and I’m pretty sure I’ve added all the necessary components for the timelord mixer and timelined gameobjects into the director, button switcher scripts, etc. as it was in the example. However when I press the button, there is no debug logs within the console. The timeline does switch on press, but the original timeline continues to play at the same time. Furthermore, text within both timelines changes successfully, but animators are ignored and the original timeline’s animators continue. Is there any advice you could possibly give as to why I’m not seeing any debug logs from the mixer despite it half working please?
Another note, I don’t need the Character Controller to require a rigidbody or a navmesh as this is for a cutscene with dialogue choices, which will appear as buttons and then play the corresponding timeline based on the choice. Can thse be removed or are they required?