Hey everyone, I have a noob question about timeline in Unity.
I want to zoom smoothly on one object of my 2d game using timeline for a game tutorial. Problem is that I don’t know the real camera zoom (Orthographic size property) before launching the game (screen dependant) so my timeline first keyframe is kind of wrong (I hardcoded a zoom value).
Is there some features that would allow me to take the current dynamic state of my camera as first keyframe without hardcode value ? I want my camera to smoothly blend from the game current state to the timeline state.
I tried to remove the first keyframe but it does not work as expected and the timeline jump immediately to the next keyframe without transiting at all.
I have the PlayableDirector in the script but I don’t know how to reach the first keyframe of the timeline track from it. Do you have a code example for doing this ?
You can’t access the keyframes at runtime, but if the Timeline animates a value in your script you can obviously access that value and do whatever you want with it.
I can ofc access the size value of my camera by script but it does not solve the problem since my timeline offer more than a value change over time. The only way that it could help is if I can override in the track the first keyframe value to continue the animation using this first correct size value.
I found the solution, you need to convert the track into a clip track (right click on the track), remove the first keyframes and play with ease-in duration property in inspector.