playcanvas / playcanvas/engine
Create Sequencer / Timeline functionality to schedule things to take place
Nobody has claimed this yet.
- Dominant language
- JavaScript
- Stars
- 16.8k
- Forks
- 2k
- Avg merge
- 4h 32m
- 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
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- 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