Here is a reference list of ActionClips that can be added in the Action Track of the Director Group, per their category.
Additively loads a Unity scene within the current scene either temporary or permanently, with options to offset the scene objects, or sample the cutscenes that scene contains as well.
SubCutscenes can be added within a cutscene. This clip wraps that cutscene within which can be sampled as normal by the master cutscene. Notice that if the sub-cutscene has any CameraTrack, it will temporarily be disabled for the duration of the sub-cutscene. Please read more about SubCutscene here.
Destroys the gameobjects specified in a list.
Disables a list of game objects instantly if they are not already disabled.
Enables a list of game objects instantly if they are not already enabled.
Instantiates an object reference in the scene, with the added option of making it smoothly pop-up instead of simply appearing there.
Samples a Unity particle system, which will play along with the cutscene for it’s period of time.
Animate the abmient color and intensity.
Animate the global fogs color and density.
Animate both the 3D and 2D physics gravity.
Animate the global time scale for creating slow/fast motion effects.
Allows you to call a method on a target object using the new Unity’s Event system.
Sends a message to all actors of all groups of the cutscene as well as the Director Camera and the cutscene itself. Furthermore, the event OnGlobalMessageSend of the Cutscence is raised.
Same as Send Global Message above, but you can also send a value as well, chosen among boolean, float, integer, object, string.
Show captions text on screen. Use for inaudible text.
Show and animate text on screen.
Show an image overlay on screen.
Smoothly fades the screen out to a color (usually black) and optionally back in again.
Simply logs a message in the console and that’s all about it.
Pauses the cutscene. It’s then up to other systems to resume it though.