Cutscene Editor
A Cutscene coordinates Camera, actor, and presentation beats on a director-owned timeline. For an opening shot, start with one Camera move and one actor before adding Dialogue or effects.
Prerequisites
Show Advanced resources and open a Cutscene. Prepare the Scene, actor placements, and any Sounds, Dialogues, or Particles used by its beats. Choose a preview Scene containing the intended targets.
Arrange a Sequence
- Add a track of the appropriate kind. Bind an actor track to the intended Scene placement or offered role target. Two placements of one Object are distinct actors.
- Add a clip by double-clicking the lane at its start time, or use Add Clip Here.
- In the Inspector, choose Beat and set Starts at (S), Duration (S), and Ease where offered.
- Fill the beat’s target and resource fields. Instant beats and timed beats have different duration requirements.
- Drag clips to change timing or resize timed clips. Use a short sequence first, then save and reopen it.
Tracks and beats determine which fields are available. A missing placement or role reference is shown as missing; selecting a new actor is different from changing the reusable Object definition.
Preview and Connect Playback
Choose Play in the Cutscene workspace. Preview uses the selected Scene and the cinematic executor. Scrubbing can rebuild a clean preview at the insertion time; it doesn’t mean every earlier gameplay side effect remains from a previous preview session.
Add Play Cutscene to a controller’s Logic and choose the resource. Check pauseGameplay, letterbox, skippable, and the offered skip controls. Pausing gameplay affects the game simulation; the director has its own sequence timing.
Expected result: clips start at their assigned times, actors resolve to the intended placements, and the final beat completes. Check normal completion, skip, and any interruption your game permits. After each path, verify Camera control, actor state, input, sound, and effects.
Troubleshooting
If a clip is marked unsupported, choose a beat supported by that track and project profile. If an actor is missing, restore the placement/role binding; a matching Object name alone doesn’t identify a placement. If playback appears empty, inspect the preview Scene and Camera before changing clip timing.
If gameplay stays paused after completion, inspect the surrounding pause and input Logic. If sound or effects survive interruption, check their intended lifetime and cancellation controls. Restart a fresh Scene run to distinguish retained state from a reproducible playback issue.
Use Timelines for property animation, Dialogue for conversation graphs, and Scene transitions for navigation between Scenes.
Myth Engine Documentation
