Lining up Audio & Visual to Build Cutscenes in Unity : Part 3

Simon Leen
3 min readJul 27, 2021

Objective: Set up Timeline with Cinemachine Shot Clips

Following on from the last post, we will start by creating a new Timeline. While the cutscene is selected in the hierarchy, create a new Timeline then remove the included Animator from the Cutscene and the default Animation Track that is created.

Next add an Animation Track and drag in the Actor prefab from the hierarchy. Click on the hamburger menu and add from Animation Clip, selecting the animation we want to use and change the Timeline setting from frames to seconds using the gear icon in the top right corner of the Timeline window.

In order to use the Cinematic cuts we need to use the Cinemachine Brain. This is on the Main Camera so we drag that into the Timeline window and add a Cinemachine Track.

Next we need to add Cinemachine Shots for each of the Virtual Cameras. For this, right-click in the Cinemachine Track and add Cinemachine Shot and assign the Virtual Camera for each shot in the Inspector (in order that the shots will be used for cuts, we will start will the Down Rope Shot we created first in the previous post). Repeat the process for all 14 Virtual Cameras.

Once all the shots have been created and assigned you will have a Timeline that looks something like the image below. The Cinemachine Shots have passed the length of our animation but that will be organised in a later post, for now we just want all the shots in order in the Timeline.

In the next post, we will start animating the shots to match the Previs Elements.

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