Having issues arbitrarily instantiating Slate cutscene prefab

Forums 💬 Slate Sequencer ⚙️ Support Having issues arbitrarily instantiating Slate cutscene prefab

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  • #20229
    dreadflame
    Participant

      Hello!  First time caller, longtime user.  Cinematic sequencer is a great tool and we’ve enjoyed using it on our multiplayer game.

      I’m running into a challenge building a cinematic and then storing it as a prefab.  We have turn based combat, and I want to instantiate the cinematic at the attacker’s location for a series of camera angles, sound effects, etc.  Obviously, combat could take place anywhere in any number of Unity scenes, and we need dozens of different cinematics for different attacks.

      When the prefab is instantiated and run, cinematic seems to either run without any camera angles or simply not run at all.

      What might I be doing wrong?  Is this outside of what the Slate Cinematics can do?

      #20230
      Gavalakis
      Keymaster

        Hello there.

        I am glad you like and use Slate. Your specific use case should be very possible since that use case was actually one consideration 🙂

        When you say that “when the prefab is instantiated…runs without any camera angles” what exactly do you mean please?

        – Is the prefab instantiated at the correct position/rotation and is it started by calling “cutscene.Play()” ? Please note that instantiated cutscenes do not play automatically.

        – Is the instantiated cutscene actually doing anything (scrubber running), or is it only that the camera doesn’t work?

        – Are the camera shots (of the instantiated cutscene) part of the prefab (so that reference is kept to those cameras)?

        Any further details provided would be helpful 🙂

        Let me know. Thanks.

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