The exercise here demonstrates bringing an audio file and visuals together to build a cutscene in Unity using Timeline.
It is assumed that the audio file is already set and adjustments are being made with respect to that file here.
In the scene here, the audio file is basically narrating the main objective at hand and the visuals help understand the geographical situation to the player.
Instantly, it becomes your story :)
These are some of the basic ingredients to make a cutscene.
The exercise here demonstrates a short and sweet way to attach animation with a game object using Timeline in Unity.
This exercise demonstrates a very simple use case of dolly track from Cinemachine in Unity.
In order to create impactful cutscenes, there must be adequate usage of camera techniques and a standard parallel movement through a dolly track can not be missed.
Cinemachine provides an inbuilt dolly track to create that moving shot and here is a brief introduction to its’ implementation.
This article takes forward the introduction on Timeline here.
A cutscene is a video clip that carries forward the story of a game.
Here is a a video that has combined all cutscenes from Batman Arkham City.
Now, coming back to the point.
There are two ways to make cutscenes.
Because, the video files have the creative liberty to use High fidelity graphics of the same character and…
This article explores one of the most powerful tools in Unity called as Timeline.
To begin with, one must understand the need of timeline when the option of animation is already available.
This exercise demonstrates a technic that is used for creating nearly realistic reflections in Unity known as reflection probes.
The technique of probes is a cheap trick that is perfectly suited for mobile games or low config targets as they address the purpose without exhausting resources.
Let us explore the implementation.
The exercise here demonstrates how to create a glass material for a geometry that requires transparency in Unity.
The exercise here demonstrates the effect that could be deployed by using light probes.
Light does two things. It originates and it travels. While it travels, it hits many surfaces all the way before completely vanishing with distance. That is how it really works !
When we are recreating a light’s behavior in Unity, we take care of surface collisions by using lightmaps that stores data about light hitting surfaces. On the other hand, light probes store data about light passing through empty spaces in a scene.
Next question? Which problem it solves?
While realtime and mixed mode lights can…
The world of lighting in Unity has nothing but exciting constructs and I am beyond thrilled to share them starting with this series of cinematography and lighting.
Light has a special trait of reflection which makes it extremely complex to calculate and mimic. Plus, when it has to happen while the game is being played without any lag takes it a notch further.
In Unity, there is a term called global Illumination, which consists of multiple techniques and mathematical models that help simulating lighting behavior that resembles to the real lighting.
The GI provides following 4 broad tools for its…