Ramdal Events Timeline Extension | Build Cutscenes Cinematics & Gameplay Systems
Ramdal Games Studios
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Build advanced cutscenes and gameplay sequences. Trigger methods, custom logic, and extend Timeline workflows with powerful events without writing custom Playable behaviours.Compatible with all Unity platforms.Works with both Mono and IL2CPP scripting backends.Fully supports Unity 6.0 and newer.Compatible with both Editor and Runtime usage.Work independently of Render Pipeline (Built-in, URP, HDRP).This package requires Ramdal Events as a dependency.LIMITED-TIME OFFER: FREE UNTIL AUGUST 23, 2026If you already own Ramdal Events, you can get the Ramdal Events Timeline Extension for free until August 23, 2026.📚DOCUMENTATION | ▶️VIDEO TUTORIALS | 💬DISCORDRamdal Events Timeline Extension brings the full power of Ramdal Events into Unity Timeline, allowing you to directly call virtually any method and trigger any gameplay logic you already have from Timeline clips.Create advanced cutscenes, cinematic sequences, and gameplay systems without being limited by Unity's built-in Signals and UnityEvents workflow. Instead of managing scattered Signal assets, extra listeners, and custom scripts, connect your existing code directly inside Timeline with a cleaner and more scalable workflow.Build powerful Timeline-driven systems:🎬 Trigger gameplay events, animations, audio, VFX, and UI transitions.⚙️ Drive procedural animations using Timeline progress, curves, and gradients.🕹️ Control character movement, spline systems, IK, and custom behaviours.🎥 Synchronize effects and gameplay logic with cinematic sequences.🔗 Pass complex data, custom parameters, and scene references directly into your methods.Powerful Timeline Events Without Custom PlayablesGo beyond simple Timeline triggers. Create complex interactions directly from clips without writing dedicated Playable behaviours or Timeline-specific scripts.Each clip supports:On Enter events when playback enters the clip.On Stay events while the clip is active.On Exit events when playback leaves the clip.On Playable Create and On Playable Destroy for initialization and cleanup logic.Automatic Timeline Data InjectionAccess Timeline data directly inside your methods.By adding a TimelineEventContext parameter, your methods can automatically receive:Current Timeline information.Active clip data.Playback progress.Playable state.Perfect for:Procedural animation.Character movement.UI transitions.Gameplay-driven effects.Timeline-controlled systems.Editor and Scrubbing SupportAuthor and preview Timeline events directly in the Editor.Run events in Play Mode, Editor Mode, Both, or disable them.Optional Invoke While Scrubbing support allows events to respond while manually moving the Timeline playhead.Refactor-Safe Timeline WorkflowsKeep your Timeline sequences stable as your project evolves.Rename methods or reorganize your code without breaking event connections.Avoid fragile references based on method names.Maintain large cinematic projects without constantly repairing Timeline setups.Project-Wide Timeline Event TrackingFinally understand where your Timeline logic is being used.Search and locate event connections across your entire project.Find where methods are called and where listeners are connected.Identify missing references, unused events, and unexpected connections.Navigate directly to relevant objects and methods.High-Performance Event ExecutionPowerful Timeline workflows without unnecessary runtime overhead.Uses optimized delegate-based execution instead of repeated reflection calls.Automatic caching and optimization of event data.GC-free invocation for efficient runtime execution.IL2CPP/AOT compatible with generic baking support.Full Ramdal Events integration inside Unity Timeline.Invoke virtually any method directly from Timeline clips.Support for On Enter, Stay, Exit, On Playable Create, and On Playable Destroy events.Unlimited persistent listeners per Timeline clip.Automatic Timeline data injection through TimelineEventContext.Reusable Timeline Assets across multiple scenes and cutscenes.Separate scene object references from Timeline Assets using RamdalExposedReferenceManager.Linked reference managers allow multiple cutscenes to share a single reference table.Refactor-safe event references using stable identifiers.Project-wide event tracking and built-in diagnostics.High-performance delegate-based execution with caching.Editor Mode, Play Mode, and Timeline scrubbing support.Custom parameter support through automatic generation.IL2CPP/AOT compatible with generic baking support.No custom Playable behaviours required for common workflows.




