Intro to Timeline

Alberto Garcia
2 min readOct 19, 2023

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Fundamental features of timeline, a non-linear editor that comes with the Cinemachine package. An easy-to-view system for directing animations. To access Timeline go to Window -> Sequencing -> Timeline.

Simple and Multiple Animations on the Same Object

Definition: Using Timeline, you can create animations on a single object, enabling smooth transitions between different animation states.

Example: An character in a game can seamlessly transition from an idle animation to a walking animation as the player starts moving the character.

Animation Track

Definition: An Animation Track in Timeline allows you to control and sequence animations for a GameObject.

Example: You can use an Animation Track to make a character jump and then transition into a somersault animation before landing.

Timeline Controls

Definition: Timeline provides a user interface for precise control over the timing and sequencing of events and animations.

Example: You can use Timeline controls to synchronize a character’s dialog with specific moments in a cutscene.

Pre and Post Extrapolation

Definition: Pre and Post Extrapolation determine how animations behave before the first keyframe and after the last keyframe in a Timeline.

Example: Pre Extrapolation can be used to have an object smoothly approach the starting point before its initial keyframe.

Matching Clip Offsets

Definition: Matching clip offsets ensure that animations play smoothly without abrupt jumps or unwanted pauses between different clips in Timeline.

Example: In a character’s action sequence, matching clip offsets help the character fluidly transition from walking to running animations without noticeable pauses.

Activation Track

Definition: An Activation Track in Timeline controls the activation and deactivation of GameObjects during a sequence.

Example: You can use an Activation Track to turn lights on or off as a character moves through a dark corridor.

Audio Track

Definition: The Audio Track in Timeline enables the synchronization of audio clips with specific moments in your scene.

Example: In a cinematic sequence, the Audio Track can trigger a dramatic sound effect as a spaceship takes off.

Control Track

Definition: The Control Track in Timeline lets you modify parameters of components or scripts in your scene over time.

Example: Using a Control Track, you can change the color of a character’s clothing gradually as they move from one location to another.

Signal Emitter

Definition: A Signal Emitter sends signals within Timeline to trigger events or actions.

Example: A Signal Emitter can be used to trigger a special effect, like an explosion, when the player reaches a certain point in a game level.

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