Thanks as well for your feedback!
Let me address your questions 🙂
1) If the animation of the clouds are simple ones, it may probably be better if you simply use a “Properties Track” and animate/keyframe the clouds right within the Slate editor (instead of creating animation clips and using them with an Animator Track).
2) Right now “moments of interaction” as you call them, will require a bit of scripting. way to handle this, would be to create an event that calls a function on of your scripts attached on the same gameobject Cutscene is attached on, by using (“Director Action Track -> Events/Send Global Message”). Then in your custom script and when the function is called, you could Pause() the cutscene and wait for player input before calling Resume() on that same cutscene again.
If you need a code example of this, please let me know!
3) Yes, two cutscenes can be played simultaneously, but please keep in mind that if you are using a Camera Track, only one of them will take effect (the one on the cutscene that was started first).
4) If you set the “Stop Mode” of the cutscene in the inspector to “Skip”, then when the cutscene is finished, all affected objects will remain intact (at their final position for example).
Please let me know if the above answer your questions, or if you need any further clarifications.
Thanks!
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