prodsoli.blogg.se

Audiobook builder 1.5.7
Audiobook builder 1.5.7








audiobook builder 1.5.7

The labels that have been changed include: video initiates to media initiates, video length to content length, and video name to content name. Included is a demo timeline that showcases all the of the above samples.Beginning on September 13th, 2018 a change was made to the labels for some dimensions, metrics, and reports, to allow for cross-content tracking of video and audio analytics.

  • Text track: provides a track that can be used to display different messages to the screen using a TextMeshPro Text component.
  • Tween track: provides a track that can be used for simple transform movements.
  • Time dilation track: provides a track that can be used to adjust Unity's global Time.timeScale.
  • Video track: provides a track capable of playing video clips.
  • Annotation: provides a marker that can be used as a bookmark.
  • #AUDIOBOOK BUILDER 1.5.7 HOW TO#

    This sample includes tracks, clips, markers and actions that demonstrate how to extend and customize timeline in different ways. This is the Signal marker that triggers the jog audio clip on Player once the timeline finishes the gameplay jog. In the Timeline window, under the time ruler, there is a Marker track with one Signal at frame 1200. This sub-timeline contains an Animation track for the can rolling off the table and bouncing on the ground, an Audio track for the sounds effects and a Control track for the liquid particles splashing out of the can. Double-clicking the Control track clip will enter the Can sub-timeline. The static version of the can is disabled and replaced with the animated version when the Control clip starts. The last track is a Control track with a sub-timeline for the can animation.

    audiobook builder 1.5.7

    The third track is an Animation track that animates the table bump animation. The second Activation track makes a static version of Can appear in the scene. The first Activation track makes Table appear in the scene. The Character2 tracks contains all audio clips for this second character. The neon-light sound is for the flickering Point light. The crickets track has pan and volume animation curves (can be seen by enabling the curves icon). The Player track has a jog/breathing and bump clip. This group contains four Audio tracks Player, crickets, neon-light & character2. On this track, the second character blends from one clip to another creating a cinematic sequence. The third and last track is an Animation track for the second character. The second track is an Activation track for the second character, making his appear in the scene. At runtime, these gaps mean the Player character will be using his Animator state, jog. Notice that clip pre and post extrapolations are set to None, meaning the character will not be influenced by the timeline during these gaps. The first track is an Animation track for the Playercharacter. Follow camera is simply parented child of the Player character's root and activated for the follow-cam shots. The clips on the override tracks have static values for a fixed camera shot. Main Camera has an animation curve for the continuous movement (which can be seen by enabling the curves icon) and two override tracks, one for each character. This group contains two cameras: Main camera using an Animation track, and Follow camera using an Activation track. Sun light is animated in Rotation (sunrise) and the Point light has a spiked Intensity curve. Both tracks where animated in Unity and the curves can be seen by enabling the curves icon or double clicking on the track to open the Animation window. This group contains two Animation tracks one for the Sun light, and the other for the flickering light. This group contains two Control tracks: Building Spawn which spawns the building prefab, and Building Particles that controls two particle systems in the scene ( ElectricalSparks and SandSwirlsEffect). The GameplaySequence timeline has been organized in the following groups: Building, Lights, Cameras, Characters, Audio and Props. This sample uses the following tracks: Activation, Animation, Audio, Control and Marker track. The character will be in a T-Stance pose for the runtime portion when using the Timeline preview. Note that the gameplay animation is driven by an Animator and will only play at runtime. The Timeline then takes control of the player character, collides with the other character, then returns to his original gameplay animation (jog) once the Timeline has finished. The Player character represents our gameplay character and is using a looping jog animation. In this example, we have a Player character jogging and then colliding with another character. This sample demonstrates how Timeline can be used to create a small in-game moment, using built-in tracks.










    Audiobook builder 1.5.7