Use Unity’s Timeline to create cinematic content, game-play sequences, audio sequences, and complex particle effects.
Each cut-scene, cinematic, or game-play sequence that you create with Unity’s Timeline consists of a Timeline AssetRefers to the tracks, clips, and recorded animation that comprise a cinematic, cut-scene, game-play sequence, or other effect created with the Timeline Editor window. A Timeline Asset does not include bindings to the GameObjects animated by the Timeline Asset. The bindings to scene GameObjects are stored in the Timeline instance. The Timeline Asset is Project-based. More info
See in Glossary and a Timeline instanceRefers to the link between a Timeline Asset and the GameObjects that the Timeline Asset animates in the scene. You create a Timeline instance by associating a Timeline Asset to a GameObject through a Playable Director component. The Timeline instance is scene-based. More info
See in Glossary. The Timeline Editor windowThe name of the window where you create, modify, and preview a Timeline instance. Modifications to a Timeline instance also affects the Timeline Asset. More info
See in Glossary creates and modifies Timeline AssetsAny media or data that can be used in your game or Project. An asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
See in Glossary and Timeline instances simultaneously.
The Timeline Overview section includes details on the relationship between the Timeline Editor window, Timeline Assets, and Timeline instances.
The Timeline Workflows section shows how to create Timeline Assets and Timeline instances, how to record basic animation, and how to create cinematics.
2017–08–10 Page published with limited editorial review
New feature in Unity 2017.1 NewIn20171