Are cross-scene references possible in Slate?

Forums 💬 Slate Sequencer ⚙️ Support Are cross-scene references possible in Slate?

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  • #23175
    andre coelho
    Participant

      How viable is it to use Slate for cross-scene workflows? I have no fear of any scripting needed to achieve it, but since I haven’t bought the asset yet, I don’t know how well it will behave in that sense. The API Documentation has this SetGroupActorOfName method, which I believe is enough for my needs;

      I’d probably just create some sort of global identification at editor-time for gameobjects to be targeted by these cross-scene references, and dynamically attach them to any Cutscenes that need them at runtime when the cutscene starts.

      A particular limitation I can see with this workflow is that I don’t know if Slate is capable of working with cross-scene references in editor-time the same way Timeline does, which is to say, allowing you to *pretend it works* when creating the tracks and their bindings (for example by dragging a gameobject from one scene into a Timeline in another), which does work as expected in-memory, with the references dying during serialization. This matters because of the drag-to-timeline use case, as I expect the sequence to exist in a separate scene from the start.

      If it doesn’t work the same way Timeline does in this sense, are there any *secret* internal APIs (that I could hack into via Reflection) that would allow me to hijack the behaviour for this dragging a gameobject from another scene into the sequencer so I can bypass it somehow? And would doing that even work? Like, would you still be able to add tracks to groups with “invalid” references such as these the normal way (with the context menu displaying what’s available within that object?

      #23178
      Gavalakis
      Keymaster

        Hello there,

        Well, it is possible to have cross-scene object references in Slate in editor-time to -as you say- *pretend it works* 🙂 for creating/designing the cutscene. Drag & drop a scene reference in a cutscene from another scene works the way you describe and you can add tracks and clips doing their thing as normal. But of course these cross-scene references are not serialized and they are also lost once you enter/exit play mode e.t.c. (prety similar to how it’s done in timeline and in general in Unity). The added cutscene tracks & clips though are not affected of course by that loss of reference as far as design goes.

        You can indeed then use the SetGroupActorOfName to set the actor references to the groups you need to in runtime, yes.

        If you need any more information or clarifications please let me know 🙂

        #23179
        andre coelho
        Participant

          That’s perfect, thank you. We’ll probably be buying it eventually, then, and trying out my solution. I guess my only concern now is whether it makes sense to try and use Cinemachine with Slate. I see there used to be a community plugin for previous versions of it, but I imagine there isn’t one anymore?

          #23182
          Gavalakis
          Keymaster

            Hey, you are welcome 🙂

            As for Cinemachine, indeed there used to be an unofficial integration package. To be honest though I never went into making an integration with Cinemachine officialy since the goal of Slate is to be as self-contained as possible without complications, especially in the camera direction department and the workflow for creating moving camera shots in Slate directly is quite fast and efficient, that I’ve personaly never had the need to create a Cinemachine integration for that 🙂

            If you have any further question please let me know. : )

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