Playmaker Forum
PlayMaker Help & Tips => PlayMaker Help => Topic started by: Ofonna on July 16, 2017, 12:39:59 AM
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hi, Should we be expecting some unity time line actions for unity 2017?
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I am open to requests. I havent had too much of a chance to look through timeline yet, but anything in specific that you want, to kick us off?
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Ive started some playmaker unity timeline actions here: https://github.com/dumbgamedev/timeline-playmaker
So far, play (start) timeline, stop timeline and pause timeline. Enough to help you follow along with this tutorial/presentation at Unite a few days ago.
About 15 actions so far.
I will push them to the ecosystem once we have more actions for timeline. But they are completely usable now 8)
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I created a simple tutorial that introduces timeline and how to use it with playmaker. This is part 1 but it will get most people started 8)
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wow thanks for this!
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tcmeric, thanks a lot! :)
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Ive added another key action. This will be in my third tutorial, but if you want to get started using it now, its a playmaker/timeline proxy.
https://github.com/dumbgamedev/timeline-playmaker/tree/master/proxy
You drag and drop script (called playmakerTimelineEvent.cs) into the timeline on a new track (a new track will be created automatically). Then position the script on the timeline when you want it to fire. (The event will fire at the start of the script position on the timeline. The length of the script on the timeline does not matter).
Setup:
1. Click on the script in the timeline to set the options in the inspector.
2. Choose the gameobject that holds your playmaker FSM (or choose global to send event to all playmaker FSM in the scene). In this case no gameobject is necessary.
If your gameobject has more than one FSM, it will send the event to the first FSM only (if not global).
3. Type the name of your event you want it to trigger in playmaker. Ie, "TriggerMe". Spelling matters ;)
In playmaker.
1. Make a new event. Name the event the same as the proxy on the timeline. Ie "TriggerMe".
2. Add this event to a state, by right click on the state. Then choose "Add global transition". Choose "TriggerMe". It will then appear above the state (like the start state does).
Now when the timeline reaches the proxy script, it will fire your playmaker event. You can use as many proxy scripts on a timeline as you would like.
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you're the best man!
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i'm not too familiar with github please, how do download the script, theres no download option there, thanks
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No worries. See my attached image. Click that green button at the root of the repository (directory), to download a zip file. Unzip the file and put the folder into your unity assets folder. It will then automatically be recognized by playmaker and compile. After that, it should be visible in your playmaker actions browser.
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this is what i see now, am i meant to re-download the entire folder?
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Yes, you will need to download the entire folder from the root. If you right click and save as on the one file, it will download, but it will be corrupted. The browser will add a bunch of its own code to the CS file.
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How do you set the references in Animation tracks ("Bindings" section of the Director) in Timeline at runtime?
Because in my game the characters are spawned, they are not on the level until the game runs, so I can't reference them manually. Set Property Action doesn't give you access to "Bindings" section of the Playable Director.
I believe it's called PlayableDirector.SetGenericBinding, but I know absolutely nothing about coding.
Can you make an Action for that please?
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bump!
Can we have a PlayableDirector.SetGenericBinding Action?
As in the Unity Staff member answers in this post: https://forum.unity.com/threads/set-playabledirector-bindings-from-script.487337/
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bump!
Wanted to also chime in about how useful a PlayableDirector.SetGenericBinding action would be :)
-craigz
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Hi,
yes, I'll work on this, but I first need to take the time to properly understand this as I haven't yet grasp how the timeline should be use. Need to document myself and learn it.
bye,
Jean
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Any updates on timeline ?
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bump!
Wanted to also chime in about how useful a PlayableDirector.SetGenericBinding action would be :)
-craigz
Hi,
It's available already :)
(https://i.imgur.com/GrXoSHA.png)
Bye,
Jean
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Thanks for those actions!
"set Timeline Current Time" was missing, so here it is ;)
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Hi,
Thanks ! it's up
Bye,
Jean
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Hi Jean,
I was wondering if you created an action or method similar to mine for timeline event proxy? I didnt see one on the ecosystem.
I remember us talking and you made a better one. But I cannot seem to find it ;D
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Hi,
uhm.. is it not in the package on the Ecosystem?
Bye,
Jea
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Quick question about these actions (thanks for them btw).
I'd like to be able to set the speed of the timeline. I think this is the scripted method.
playableDirector.playableGraph.GetRootPlayable(0).SetSpeed
I've looked at each of the playmaker timeline actions and none of them seem capable of setting speed.
Am I missing something or is it not in the set of actions?
Thanks.
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Hi,
it's now available on the ecosystem ( also, please don't double post :) )
Bye,
Jean
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oops...yes, that was me.
I wasn't sure if the word [SOLVED] in the thread title meant that new posts might be overlooked. I waited a few days after posting here first and concluded that must be the case, then went and started a new thread.
Apologies.
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Hi,
no worries :)
on threads flagged solved, simply make a new post, and reference it in the solved thread that new post, this way we keep things organized and clean. or if indeed the solved cases has regressed and the issue appeared, then it's perfectly valid to add new posts. we don't ignore new posts in solved threads, don't worry, we just needs the bumps :)
Bye,
Jean
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I'd like to suggest adding these actions into a package. Right now they have to be individually downloaded.
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I'm searching Playable Director in Ecosystem and timeline actions aren't coming up. Unity 2021.3.11f1, Playmaker 1.9.5, and Ecosystem 0.6.11
Update: I was able to get Eric VanderWal's assets to load into Unity but the Ecosystem still isn't finding timeline actions. We're using Plastic SCM which may be complicating things, but in general I'm confused as to how to load the PlaymakerCustomActions that contain everything.