Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Unity Certified Programmer Exam Guide

You're reading from   Unity Certified Programmer Exam Guide Pass the Unity certification exam with the help of expert tips and techniques

Arrow left icon
Product type Paperback
Published in May 2022
Publisher Packt
ISBN-13 9781803246215
Length 766 pages
Edition 2nd Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Philip Walker Philip Walker
Author Profile Icon Philip Walker
Philip Walker
Arrow right icon
View More author details
Toc

Table of Contents (17) Chapters Close

Preface 1. Chapter 1: Setting Up and Structuring Our Project 2. Chapter 2: Adding and Manipulating Objects FREE CHAPTER 3. Chapter 3: Managing Scripts and Taking a Mock Test 4. Chapter 4: Applying Art, Animation, and Particles 5. Chapter 5: Creating a Shop Scene for Our Game 6. Chapter 6: Purchasing In-Game Items and Advertisements 7. Chapter 7: Creating a Game Loop and Mock Test 8. Chapter 8: Adding Custom Fonts and UI 9. Chapter 9: Creating a 2D Shop Interface and In-Game HUD 10. Chapter 10: Pausing the Game, Altering Sound, and a Mock Test 11. Chapter 11: Storing Data and Audio Mixer 12. Chapter 12: NavMesh, Timeline, and a Mock Test 13. Chapter 13: Effects, Testing, Performance, and Alt Controls 14. Chapter 14: Full Unity Programmer Mock Exam 15. Other Books You May Enjoy Appendix

Exploring the timeline

Timeline is a component in the Unity Editor that is intended to put a sequence of animations together, which is attractive to industries such as film and TV. Timeline is also welcomed in games that may have cutscenes to help tell a story or introduce a player to a level. Unity also has two other useful components – Animator Controller and Animation Clips – as you will know if you have been following this book, as we covered these other components in Chapter 4, Applying Art, Animation, and Particles. They carry out the same tasks, but as a scene becomes busier with a series of individual animation clips, things can get messy quickly in the animator controller, with the multiple states transitioning between each other.

The following screenshot shows the animator controller with multiple states and transitions:

Figure 12.26 – An example of how chaotic Animator Controllers can get

Timeline supports three tasks:

...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image