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From the beautiful snowy country with a touch of "good" humor? Inspired Unity Developer to learn more.

Animating your GameObjects for a Cutscene can sound challenging. But in fact, it’s not that difficult to do. In this article, I show you how to do it.

Animated Camera to Zoom in Darren

Creating An Animation Track In Timeline

  1. Go to Timeline and click the plus and choose Animation Track

How to compose a scene in Unity Timeline for cutscenes?

Sleeping Guard Cutscene

I created this Sleeping Guard Cutscene using Timeline. Below you see what I used to create this.

In which situation and how you should use Cinemachines Dolly Track?

How should you create a moving camera with look a at a specific object?

First, you should add Dolly Track and CM Camera to the scene.

You find these from the Cinemachine tab.

When you create Dolly Camera with Track, you create a normal CM Camera and Dolly Track.

And that Camera is automatically connected to that Track so you don’t have to change anything. But if you want to add another camera to it and not new.

Adding new CM Camera to Dolly Track

  • You go to that CM Cameras Inspector
  • Go to CinemachineVirtualCamera and…

If we have already an idea of what we want and a concept of that. We can use those to help us create our cutscene.

Here we create the Sleeping Guard Cutscene:

This is a quick introduction to Unity’s Timeline

First, we need to add a Timeline window, and that we can find from
Window -> Sequincing -> Timeline

Working reflections/shadows create life in our games. And if you are stuck about which one you should use, here is a small article about it.

Which wins?

Here are two pictures of the same scene with Light Probe reflections and Screen Space Reflections.

Light Probe
  • Light Probe is used in this one.
  • It’s more efficient for mobile games because it’s a cheaper way to create shadows and reflections.
  • You create this to the scene by going to Create -> Light -> Reflection Probe

Without glass, you don’t have windows. And you always have to windows, right?

There you have a beautiful New York city view at night from looking through a window. It’s just a simple material as any.

Create a glass material

  • Create the material by right-clicking in the Project view
    Create -> Material
  • Name it Glass_mat (_mat meaning that it’s material)
  • Set Rendering Mode to Transparent
  • Albedo to white and Alpha value to 0
  • Metallic to 0
  • Smoothness to 0.9

You can change smoothness depending on how much you want the glass to reflect.

What is lightmapping? And what are Light Probes and when/why you should use them?

Photo by Christopher Burns on Unsplash


Lightmapping stores our light information for later use. It allows you to add some global illumination, ambient lighting, and shadows. And by using Lightmapping the cost of this is much lower.

2 ways to bake your lights in the scene

  • Progressive Preview
    Allows you to bake the light in real-time.

If you are using Progressive Preview, I would recommend using the Progressive GPU (Preview) version

  • Enlighten mode
    The scene has to be baked before you can see any changes

Both of these have an option called Auto Generate. When this is on and you make…

Skyboxes are important in Unity. Skyboxes make your game and scene more look alive.

When you need to create either a beautiful sky landscape or city at night or a forest, you are gonna need the help of a Skybox. I’m gonna create now a 6-sided skybox which will be New York city at night.

What you need to do this is:

6 textures of the view you want from each of these sides

  • Front
  • Back
  • Left
  • Right
  • Up
  • Down

Then you can go to Unity and create a new material
Create -> Material (Name it Your_Skybox)

  • Change Shader to Skybox/6 Sided
  • Then add your textures to…

Changing the topic to something easier but to something which you can’t evade when creating game objects in Unity.

Having three materials inside the mesh renderer is helping us a lot to determine our object.

Here I have two Pillars, one has all the right materials and the other doesn’t.
To change these materials, it’s good that you already have a base texture that you place inside the albedo channel.

When you create these materials for different parts or different objects.

  1. Create a Material and name it well, example White_Wall_mat (the mat in the ends means that it’s a material)

Janika Suhonen

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