playcanvas / playcanvas/engine

Create Sequencer / Timeline functionality to schedule things to take place

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area: animation enhancement
Dominant language
JavaScript
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Merged PRs (30d)
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Description

At the moment if user wants to create some cut scene / pre-scripted part in game, it needs to be implemented using scripting. For example - when user scores, switch to some cinematic camera, play animation to spin it around point of interest, trigger some VFX and sound and similar.

Ideally we create a system allowing this to be data driven, and editable in the Editor.

Reference:
Unity Timelines: https://docs.unity3d.com/Packages/com.unity.timeline@1.2/manual/tl_about.html
Unreal: http://www.tharlevfx.com/timelines-and-triggers

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reviewing the Unity Timeline and Unreal timeline references, then inspect the engine's existing editor and data-driven systems to identify relevant entry points. Define the scope for scheduling cutscenes, camera animation, VFX, sound, and triggers; done should be an editor-editable sequencer that can coordinate these events without bespoke scripting.

Written by the indexing model from the issue text.

Assessment

Tech stack
javascript
Domain
game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
20/100

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