Awesome
TimelineExtensions
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Introduction
A code generator tool for Unity Timeline
that creates extension code for Volume
or Component
without writing code manually.
It helps rapid prototyping and allows for easy customization of additional logic.
Non-complex generated code can be directly imported into projects.
At present, there are some extensions to the original Post-Processing Volume of Unity URP, which are used to dynamically adjust the volume in the Timeline<br> It can be directly imported into the project for use, or quickly expand through the "MAO Timeline playable Wizard" tool.
Features
Currently supported parameter types in Component/Volume mode:
- Common basic fields (
int
,float
,bool
,Vector
,Color
,Texture
, etc.) FloatParameter
IntParameter
BoolParameter
Vector2Parameter
Vector3Parameter
Vector4Parameter
ColorParameter
TextureParameter
Enum
(e.g.,Depth of Field's
Gaussian or Bokeh modes. Code generation is supported, but the Clip's Inspector panel will list all options at once - you may need to customize the Clip's panel)
Currently unsupported or not fully tested:
LayerMaskParameter
FloatRangeParameter
RenderTextureParameter
CubemapParameter
ObjectParameter
AnimationCurveParameter
TextureCurveParameter
Usage
Typical usecase
- Open the Timeline window and create a new Timeline.
- Create a new Global Volume, add
TimelineExtensionVolumeSettings
component. - Add a new Track which starts with "MAO", such as
MAOBloom
. - Set TrackBinding to the
TimelineExtensionVolumeSettings
component. - Add a new Clip to the Track, edit properties in the Clip or mix with other Clips.<br>
TimelineExtensionVolumeSettings
component settings:
- VolumeAccessType:
Profile
: Access a copy of the profile, which will not affect the original volume profile file (but if you adjust the Volume property through Timeline in Editor mode and then manually adjust it, this modification cannot be saved)Shared Profile
: Access a reference to the profile, which will directly affect the originalvolume profile
. The settings cannot be reset after exiting play mode
[!TIP] It is recommended to use
Shared Profile
in Editor mode andProfile
in Play mode.<br> If you need to use this switching method, you can checkAutoSwitchType
inTimelineExtensionVolumeSettings
<br> For more information, please refer to Unity Documentation
VolumeComponent:
-
You can find it in the menu bar
Window/MAO Timeline Playable Wizard
-
Switch
<img src="https://r2.youngmoe.com/ym-r2-bucket/2023/11/19e8b6032028290d224b7fadef049284.png" width="50%">WorkType
to VolumeComponent, select theTrack Binding Type
-
Set
<img src="https://r2.youngmoe.com/ym-r2-bucket/2023/11/7a228f2972434178c205c8aaf67a6b0b.png" width="50%">Default Values
to the Volume -
Add the properties
<img src="https://r2.youngmoe.com/ym-r2-bucket/2023/11/14b3980e06f8d6cb0b87f9e74eb025e4.png" width="50%"> -
Finally, click
Create
, wait for the compilation to complete and start enjoying~<br> You can find it inAssets/TimelineExtensions
[!IMPORTANT] For Enum types (such as Gaussian or Bokeh mode in Depth of Field), the default rule-based custom Editor generation is not supported.
So It will list all fields at once, which might be inconvenient to view.
You can either split them into multiple Tracks as shown below, or write your own code for custom Clip Editor extensions
<img src="https://r2.youngmoe.com/ym-r2-bucket/2023/11/48d3bda1b26b762ac0477f2b94fc2a75.png" width="50%"> <img src="https://r2.youngmoe.com/ym-r2-bucket/2023/11/8d325d458c0209b9068427474dce6377.png" width="50%">
Advanced Settings
You can customize the generated code path and default namespace through TimelineExtensions/Resources/MAOTimelineExtensionsConfigSO
.
The namespace affects how the Track appears in the context menu when adding a Track in Timeline. When a namespace is present, the corresponding Track will be generated in a submenu; otherwise, it will appear in the root menu.
<img src="https://r2.youngmoe.com/ym-r2-bucket/2024/11/namespace.png" width="50%">