Unity timeline animation
Objective: Create level complete cutscene animations.
The cut scene above uses Unity timeline to animate several objects including the Actor, Door_Target, Camera_Fade_Alpha, and the UI Canvas.
The Actor animation is added to the Complete_Timeline from the + menu to add an animation track. The Actor game object from the Complete_Cutscene is assigned. Using the stacked 3 dots menu the EndLevelCutscene animation clip is assigned to the track. This allows a preview of the actor animation, i.e. Darren, to aid in the timing of the other animations.
In this scene, the virtual cameras are not controlled by an animation track, rather by the Cinemachine track using blending. However, animation of a focal target is used to control perspective. The Door_Target is an empty game object and foci for the CM_Door_Shot virtual camera that changes position as the view transitions to the close up shot, CM_CU_Shot. To add these points click on record for the animation track move the white slider to the correct time and change the coordinates of the Door_Target. The will create an event in the timeline, doubling clicking on the track will open the animation window which provides more editing options.
Similarly, an animation track is added for the Camera_Fade_Alpha, only here the color A value in the image component, see below, is changed, going from 255 to 0 in the first half second and from 0 to 255 in the last one and a half seconds of the animation.
The animation track for the Canvas, also changes the color, A value but for the Congrats_Image, Quit_Button and Restart_Button, shown below. All three objects can be selected at once and color A, or alpha, changed from 0 at 4:30 and to 255 at 5:30 seconds in the animation.
This fades in the user interface or UI at the end of the cutscene.