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Tint Map in Timelines

I am trying to activate different tint maps depending on the light from open closed windows in my timeline. However, although it is not affecting the tint map in my scene manager.

I have also tried using a cutscene to run in tandem with my timeline to switch different tint maps after specific engine:wait times. However, this seems to start going a bit crazy after the first swap.

Are both these avenues not the best way to do this? Would gameobject shadow sprites work better?

Comments

  • You can't update a Tint Map in Timeline as part of an Animation track. A function call is necessary to have the change affect the present characters.

    You'd have to write a custom Timeline track type to do this with Timeline, but it is possible to instead animate each character's SpriteRenderer color - this is effectively what the Tint Map ultimately does.

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