Hi all!
As a postmortem exercise, and after watching to all Ciro Continisio videos about using timeline creativity, I’m thinking if in the project it could be better to let more freedom to artists/designers using extensibely timeline instead of using custom animations that we did using code.
From here I’m thinking in a concrete example:
- Open a UI popup
- Execute a timeline that shows a chest appearing, bouncing and exploding
- When chest explodes it shows X rewards that are moved to some top place in the popup
Creating the chest appearing timeline could be super easy, but generating X random rewards could be more tricky… I’m thinking in having a track that can spawn rewards over the chest (at the moment with a list of prefabs that we manually fill and each of those rewards would contain a timeline with a “transform tween track” from default playables asset store package, that will do the movement), and after instantiating we setup the startLocation and endLocaltion and play the reward playable director to move it correctly as we need…
Is this a good way of do things? the examples that ciro has all are fixed and very controlled… I mean no generate dynamic thinks and as I said I want to avoid as much code as posible
I was thinking that perhaps we need a control track to control the spawned timelines and play them correctly , but in this case I cannot figure out how to use it… do I need to create control tracks in runtime if I don’t know how many rewards I will create??? does anyone have an example of creating something like this?
Thanks!
Sergi