I’ve been having fun working with the Unity Timeline lately, I’ve learned so much with this project.

The Timeline is a great tool, but there was still something missing in my project and that was audio.
Unity once again rose to the occasion. A real editing program has allowed me to manage the audio through the Timeline without too much effort.

I have already written a small introduction to the Timeline of Unity today I will explain how I used it for my cutscenes.

With the Timeline, we can define behaviors of game objects in the scene without having to write a line of code. We can directly access animations, create camera movements as if we were using traditional editing software.

Moving a Game Object

In this first case, we move one of our Virtual Cameras to create a transition.

We can directly insert the clip of the animation on which we are working and this allows us to be well synchronized with the times…

A camera dolly is a wheeled cart or similar device used in filmmaking and television production to create smooth horizontal camera movements.
Unity’s Cinemachine allows you to create the same system within a game, such as creating a cutscene.

To use it you must have Cinemachine installed in your Unity project, if not you can just go to the Package Manager and add it directly.

Once finished with the preparations to use this system we just go on the menu “Cinemachine” and choose “Create a Dolly Camera with Track”.

The Unity Timeline is a feature that allows you to visually edit music, play animations, show/hide objects, control particles, etc. along the time axis. It is similar to adding and editing music, video, subtitles, and direction to a track in video editing software.

To use this tool you must add it to the project through the Package Manager.

Unity offers viable solutions based on the computing power we can leverage. Today’s topic is Reflections.

There are two ways to manage it, the Reflection Probes, which is an object that we insert in our scene, and the Screen Space Reflections that is a post-processing effect that we add to the game camera.

To compare the two alternatives, let’s take a scene piece with a marble floor and elements that will have to be reflected in it.

Scene without Reflection Probes and Screen Space Reflections

Reflection Probes

The first is more suitable for the development of mobile games, we insert an object in the scene that is called Reflection Probe…

Continue our series on materials in Unity, today I build a material very different from the usual that is assigned to a game object, a skybox.

Unity, by default always has its own skybox, but now we’re going to replace it with the one I’m going to create.

Let’s start, inside the material folder let’s create a new material that we will call with the name we prefer. Now we select the type of shader and go to choose the voice Skybox and in our case 6 sides.

A Material defines how an object looks in-game, texture, transparency, color, reflectiveness, etc.

Differently from a game object or other assets such as UI elements that you create in the scene, a material is defined in the project and assigned to a game object then go to the Materials folder and with the right click select Create and then Material.

Every program has features created specifically to enhance the experience. Today I’m showing some of them, some better known than others. I hope it will be useful. Let’s start right away.

Find a GameObject in Scene

when you have a scene full of elements, it’s hard to find what you’re looking for. You can select it in the Hierarchy and press F on the keyboard

Array and List are elements present in most programming languages and are a very useful tool when you need to build a set of objects of the same type.


To declare an array in c#, add the square brackets after the type definition, and give a name to your variable.

when you declare an array, you are building a set of contiguous boxes ready to host a variable of the declared type for each of its boxes. In fact when you declare an array you allocate a precise space of memory.

This time it’s the end for real, I decided that the game is over, I could go on for weeks more with the excuse of making it more performant or more beautiful or maybe learning something about Photoshop to improve the sprites or create new ones.

It is very important to be able to let go. Taking a short break to be able to start again full of energy for the next project.
It’s not nice to abandon your creation, but you have to know how to give yourself a limit, in my case this limit was temporal.
I’m not particularly sad, on the other hand, I sincerely feel electrified at the idea of starting something new with more knowledge and with so much more to learn.

Andrea Alicino

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