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# Timeline assets and instances
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Use the **Timeline window** to create cut-scenes, cinematics, and gameplay sequences by visually arranging tracks and clips linked to GameObjects in your Scene.
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_A cinematic sequence in the Timeline window._
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For each cut-scene, cinematic, or gameplay sequence, the Timeline window saves the following:
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* **Timeline asset**: Stores the tracks, clips, and recorded animations without links to the specific GameObjects being animated. The Timeline asset is saved to the Project.
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* **Timeline instance**: Stores links to the specific GameObjects being animated or affected by the Timeline asset. These links, referred to as **bindings**, are saved to the Scene.
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## Timeline asset
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The Timeline window saves track and clip definitions as a **Timeline asset**.
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If you record keyframe animation while creating your cinematic, cut-scene, or gameplay sequence, the Timeline window saves the recorded clips as children of the Timeline asset.
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_The Timeline asset saves tracks and clips (A). Timeline window saves recorded clips (B) as children of the Timeline asset._
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## Timeline instance
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To animate a GameObject in your Scene with a Timeline asset, you must create a **Timeline instance**. A **Timeline instance** associates a Timeline asset with the GameObject in the Scene through a [Playable Director](playable-director.md) component.
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When you select a GameObject in a Scene that has a Playable Director component, the Timeline instance displays in the Timeline window. The bindings display in the Timeline window and in the Playable Director component (Inspector window).
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_The Playable Director component displays the Timeline asset (A) with its bound GameObjects (B). The Timeline window displays the same bindings (B) in the Track list._
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The Timeline window provides an automated method of creating a Timeline instance while [creating a Timeline asset](wf-create-instance.md).
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## Reusing Timeline assets
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Because Timeline assets and Timeline instances are separate, you can reuse the same Timeline asset with many Timeline instances.
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For example, you could create a Timeline asset named `VictoryTL` with the animation, music, and particle effects that play when the main game character (`Player`) wins. To reuse the `VictoryTL` Timeline asset to animate another game character (`Enemy`) in the same Scene, you can create another Timeline instance for the secondary game character.
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_The Player GameObject (red) is attached to the `VictoryTL` Timeline asset_
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_The Enemy GameObject (green) is also attached to the `VictoryTL` Timeline asset_
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Because you are reusing the Timeline asset, any modification to the Timeline asset in the Timeline window results in changes to all Timeline instances associated with this asset.
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For example, in the previous example, if you delete the Audio track while modifying the `Player` Timeline instance, the Timeline window removes this track from the `VictoryTL` Timeline asset. This removes the Audio track from all instances associated with the `VictoryTL` Timeline asset, including the `Enemy` Timeline instance.
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