Here is a reference list of clips that can be added in the Action Track of a Director Group, per their category except for the Animate Property which is a general-purpose clip, thus it has no category. Most clips have at least one Animatable Parameter and thus possible to animate their effect over the duration of the clip.
With the Animate Properties clip you can choose to animate any number of properties or fields on any component attached to the actor, or on any gameobject within its whole transform hierarchy. In the case of a Director Group, that actor would the Director Camera gameobject. The Animate Properties clip support Blend In and Blend Out which will make the animated properties blend in from their original value to the animated values and blend out from the animated values back to the original values again! The interpolation used for blending in and out can also be changed.
You should not use the Animate Properties clip in the Director Group to animate the director render camera position, rotation etc since those are animated far easier using Camera Shots in the Camera Track. You can instead use the Animate Properties clip here to animate other properties like image effect properties attached on the director render camera.
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 either temporarily or permanently, 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 the clip’s length.
Animate the ambient light color and intensity.
Animate the global fog 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 Unity’s Event System. One event can be raised for when cutscene is playing forwards and a difference one for when it is playing backwards.
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 Cutscene 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. Can be used 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.
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