# Changelog All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). ## [2.1.3] - 2024-10-01 ### Changed * Prepared the package for end of support as of Unity 6.1. ## [2.1.2] - 2024-07-05 ### Changed * Renamed the Sequence Asset Indexer file for consistency. ### Fixed * Prevent calls to `InitializeWithExistingData()` when there are no sequences in the project. ## [2.1.1] - 2023-11-07 ### Fixed * Prevent unexpected path error when switching the Editor from dark theme to light theme. ## [2.1.0] - 2023-05-01 ### Changed * Improved the documentation structure and removed obsolete information. ## [2.1.0-pre.1] - 2022-12-09 ### Added * New search field in the Sequences window. * New MasterSequenceRegistry asset to store references to all Master Sequence timelines of the project and their associated Master Scenes. * New Project Settings property allowing to change the default MasterSequenceRegistry asset (Unity creates one by default on first Master Sequence creation). * New option to open the Master Scene associated to an editorial structure from the Sequences window. * Ability to multi-select and bulk-delete Sequence Assets from the Sequence Assets window. * Ability to clear an Asset Collection (i.e. delete all Sequence Assets it contains) in one single action. * Use of an empty state message to the Sequence Assembly Window when no sequence is selected. ### Changed * Unity now preserves the Sequence Assembly's view on domain reload. * Systematically remove from the Sequences window any Master Sequence that has no corresponding timeline. * Sequence Assets are now sorted alphabetically in menus and selection lists. * Sequence Assets and their variants are now sorted alphabetically in the Sequence Assets window. * Sequences and their children are now sorted alphabetically in the Sequences window. ### Fixed * Prevent Unity from throwing an exception when going into Play Mode while the Sequence Assembly Window is opened. * Make sure that the "Unload" button is always disabled in the Scene Activation Track Inspector when no valid Scene is specified. * Make sure that the Sequence Assets window always displays specific icons for all Asset Collection types. * When creating a new sequence, make sure that its Timeline clip doesn't overlap with existing sequence clips in the same editorial track. * After creating a sub-sequence, make sure that the order in the Sequences window is maintained when saving. * When deleting an invalid sequence, make sure to systematically delete its corresponding GameObject in the Hierarchy. * Prevent the Sequence Assets window from being in error when the user deletes a Sequence Asset from the Project window. * Prevent the Sequence Assembly window from clearing after deleting a Sequence Asset. * Make sure that users can instantiate an editorial structure in multiple scenes without getting issues. ## [2.0.0-pre.2] - 2022-05-13 ### Changed * Systematically remove from the Sequences window any Master Sequence that has no corresponding asset. * The "Load" button in the Scene Activation Track Inspector is now disabled until the user specifies a valid Scene. ### Fixed * Adapt the Scene Management Sample to make it properly work according to Sequences 2.0.0-pre.1 feature changes. * Ensure Sequence timeline opens after clicking an already-selected item in the Sequences window. * Prevent entering rename mode when clicking on a Sequence in an unfocused Sequences window. * Substitute invalid filename characters in Sequence and Sequence Asset names. * Seamlessly ignore any renaming of a Sequence to a whitespace-only name. * Ensure the Scene Asset picker of the Scene Activation Track only shows Scenes. * Prevent Unity from throwing an exception when the user clicks on the "Load" button in a Scene Activation Track immediately after assigning a Scene. * Prevent Unity from throwing an exception when adding a manually-created Sequence to a Master Sequence Timeline. * Ensure the icons appear in all Sequences window tabs when the Unity Editor opens. ## [2.0.0-pre.1] - 2022-04-18 ### Added * Sequence and Sequence Asset management features: * New context menu action available from the empty area of the Sequences window to create a new Master Sequence. * New context menu action in the Sequence Assets window to open and edit the Prefabs (base and variants). * New context menu action in the Sequences window to instantiate an Editorial structure in the active Scene. * Keyboard shortcut to duplicate a Sequence Asset Variant: control-D (Windows) / command-D (macOS). * Ability to multi-select and bulk-delete sequences from the Sequences window. * Help icons with documentation links in the Sequences window, Sequence Assets window and Sequence Assembly window. * Possibility to use the regular Unity Editor features to manually fix invalid sequences if needed. ### Changed * Update of the Unity Editor minimum supported version to 2022.1. * Users can now create Editorial structures with more than 3 levels. * Split of the Sequences window into two separate windows: * The Sequences window is still the main entry point to use Sequences and focuses on managing editorial structures. * The new Sequence Assets window replaces the Asset Collections panel and allows managing Sequence Assets and Variants. * Sequence recording functionality adjustments: * A single Record option is now available in the Sequences window context menu to simplify the recording flow. * The Record action of the Sequences window no longer automatically sets the output file path in the Recorder window. * Compliance with Unity standard namings and workflows: * The default Sequences folder and file names no longer have spaces. * Users can now rename Sequence Asset Variants on creation. * Renaming a Sequence GameObject from the Hierarchy no longer renames the Sequence in the Sequences and Project windows. * UI consolidation and clean-up to streamline the user experience: * Prevent users from editing an Editorial structure that is not loaded in the Hierarchy. * Remove the Sequence/Master Sequence creation actions from the Hierarchy. The Sequences window is now the unique place to do it. * Hide fields of the MasterSequence asset Inspector that don't currently have any effect. * Public API clean-up: remove unused/deprecated API elements. ### Fixed * Prevent Unity from throwing an exception when deleting a Sequence after removing all clips from a Master Sequence's timeline. ## [1.1.0] - 2022-01-11 * Update package version to 1.1.0. ## [1.1.0-pre.2] - 2021-12-13 ### Added * New API method overload for `SequenceAssetUtility.RemoveFromSequence()` with an optional parameter `InteractionMode` that allows to skip the user confirmation pop-up. ### Fixed * Make sure users can swap Sequence Asset Variants from the Sequence Assembly window in any scenario. * Make sure users can undo the "Match Editorial Content (Ripple)" action. * Avoid issues when creating a Master Sequence from the Add menu while an existing Sequence is being renamed. * Prevent the Structure view from showing an empty but selectable entry that might result from a sequence deletion. * Prevent Unity from throwing an exception on new Sequence creation from the GameObject menu. * Prevent Unity from throwing an exception when transforming a sequence's GameObject into a Prefab if the GameObject includes a Scene Loading Policy component. * Prevent Unity from throwing an exception on `Assets/Sequences/` folder deletion. * Prevent Unity from throwing an exception when finding in SceneManager a registered Scene that was actually unloaded but visible in the Hierarchy. * Fix the recording end frame of sub-sequence to respect the parent sequence frame end when it is earlier than the sub-sequence's one. ## [1.1.0-pre.1] - 2021-10-11 ### Added * Add a "Rename" context menu option in Sequences window, applicable to any Sequence, Sequence Asset, and Variant. ### Changed * Make sure Sequence GameObjects are inactive by default at their creation to minimize the use of system resources when Timeline is out of preview mode. ### Fixed * Preload Sequence and Asset Collection icons to prevent them from flickering. * Make sure to update the Timeline context according to the current Hierarchy content when opening a Sequence in Prefab isolation mode. * Fix Timeline Window display when selecting a PlayableDirector inside a Sequence Asset, including related exception thrown in the Console. * In Play mode, make sure the Sequence Assembly window displays a read-only list of the Sequence Assets contained in the current selected Sequence. * Make sure users can still edit a Sequence that has been transformed into a Prefab. ## [1.0.3] - 2021-09-09 ### Changed * Change internal code to comply with UIToolkit changes in 2022.1. ## [1.0.2] - 2021-08-25 ### Changed * Update the help URL for the SequenceFilter, SequenceAsset and SceneLoadPolicy components. ### Fixed * Ignore SequenceAsset components added on GameObjects that are not part of a Prefab instance when listing the actual Sequence Assets included in a Sequence. * Ignore SequenceAsset renaming from the Sequence Assembly window if the input name is invalid. * Properly delete a Sequence previously converted to a Prefab. * Make sure the Structure treeview always keeps its current expanded/collapsed state. * Ensure that the Timeline Window always displays the correct breadcrumb context and Timeline asset when selecting a Sequence Asset in the Hierarchy. * Improved the handling of invalid sequence deletion from the Sequences window. * Make sure to properly rename a Sequence when the user only appends a suffix to the current name. ## [1.0.0] - 2021-06-30 ### Changed * Optimize the Sequence Asset search method to improve the Editor responsiveness when selecting a Sequence or performing simple operations on it. * Optimize caching to improve the overall responsiveness of the Sequences window. * Use by default the Timeline framerate value from the Project Settings when creating a MasterSequence with no specified FPS value. ### Fixed * Make sure the renaming of a MasterSequence works under all conditions and with all supported Unity versions. * Prevent the Sequences Structure from displaying an invalid Sequence entry after the renaming of a MasterSequence. * Fix the Sequence Asset renaming process to handle edge cases for whitespace and duplicate names. * Ensure to always update and refresh the Sequence Assembly window and the Asset Collection view after renaming a Sequence Asset. * Ensure that the Asset Collection captures all the Sequence Assets when the project imports. * Fix cases where the Variant dropdowns of the Sequence Assembly window become unresponsive. * Preserve the Timeline playhead position when updating a Prefab instance. * Don't prevent users from changing the framerate (FPS) of a Timeline associated to a Sequence via the Timeline Window. * Make the Sequences Window retain the state of the Structure treeview between domain reloads. * Avoid throwing exception on prefabized Sequences when setting the Timeline breadcrumb. * Complete the public API Documentation. ## [1.0.0-pre.6] - 2021-05-18 ### Changed * Consolidate the public API documentation generation. ### Fixed * Prevent Sequences window treeviews from unfolding their whole hierarchy when they update. * Prevent Scenes from getting dirty on first selection of a Sequence in the Hierarchy when no change actually occurred. * Ensure to rename or delete any corresponding folder in the Project window when the user renames or deletes a Sequence from the Sequences window. * Ensure to get a complete expected behavior when undoing a swap of Sequence Asset Variant done from the Sequence Assembly window. * Ensure that the Scene Loading Policy component does not load Scenes that are already in memory. * Ensure to assign the proper default material to the Scene Management sample according to the current render pipeline used in the project. * Fix an issue that was throwing an exception when canceling the creation of a Sequence Asset. * Fix an issue that was throwing an exception when opening the Profiler window as a standalone process. ## [1.0.0-pre.5] - 2021-04-27 ### Added * Added a Third Party Notices file in the package ## [1.0.0-pre.4] - 2021-04-26 ### Changed * Minor update in the CHANGELOG. ## [1.0.0-pre.3] - 2021-04-21 ### Added * Added additional tooltips to various fields and buttons in Sequences and SequenceAssembly windows. ### Changed * Update all icons for Dark and Light themes as per latest UX design and for better visibility of selected items. * Update the Unity Editor minimum required version to 2020.3. * Update terminology and tooltips in the SceneLoadingPolicy component. * Make the Add Scene Loading Policy button more straightforward in Sequence Filter component. ### Fixed * Ensure to set the Recorder with the correct Start and End frame numbers when recording a Master Sequence. ## [1.0.0-pre.2] - 2021-04-09 ### Changed * Users can now delete the GameObject that corresponds to a Sequence in the Hierarchy (regular Unity workflow). * This action does not delete anything Sequence-related from the Project but invalidates the Sequence that remains in the Sequences window. * When a Sequence is invalid, the Sequences window now displays a visual cue according to the reason of the error. ### Fixed * Ensure to preserve the "Match Editorial Content" option results in Timeline after restarting Unity. * Ensure that the start time of a new sequence corresponds to the end time of the last created sibling sequence. ## [1.0.0-pre.1] - 2021-03-31 ### Added * New sample to show how the Scene Activation track works and introduce users to Scene Management features in general. * Add confirmation step on deletion of Sequence-related items from the Hierarchy, Sequences, and Sequence Assembly windows. ### Changed * Change the minimum requirements: Timeline 1.5.2 and Recorder 2.5.5. * Global naming refactor around Performance, Take and Cinematic concepts: * Remove the old Performance/Take objects and functions from the API. Rename related functions and UI to match the new Sequence Asset and Collection type terminology. * Rename the Cinematic asset to MasterSequence. Rename the whole Cinematic related API to reflect the new Master Sequence/Sequence terminology. * Rename the package assemblies and namespaces to replace "CinematicToolbox" by the new package name "Sequences". * Make the **Sequence Assembly** window read-only in Play mode and show the instance name of the SequenceAssets populating the selected Sequence. * The Sequence Assembly "Name" field now shows the selected Sequence name instead of the related TimelineAsset name. ### Fixed * When creating Sequences and Sub-Sequences, they are now always created consecutively in time. ## [1.0.0-exp.2] - 2021-02-26 ### Changed * Make the **Sequence Assembly** windows inaccessible in Play mode to prevent from getting errors. ### Fixed * Error in Play mode when the Performance clip editor tries to display information about null objects. ## [1.0.0-exp.1] - 2021-02-22 ### Changed * Enable "Clip-in" option on Editorial clips since Timeline 1.5.2. * Editorial clips no longer automatically adapt their duration to their sub-editorial total duration. * Use the new `Match Editorial Content (Ripple)` action, available on Editorial tracks and clips, to adapt all selected clips duration to their respective sub-editorial total duration. * Make the `Scene Load Policy` component more user friendly: * Automatically add needed scene in Build Settings when domain is `Player Build Only` or `Editor and Player Build`. * Load scenes in Editor Playmode without extra setup needed. * Update documentation to reflect the new Sequence terminology and Sequence Asset structure. * Rename `Sound` Sequence Asset type to `Audio`. * Replace Asset Collections icons with Prefab and Prefab variant icons. * Rename the assets in the UpgradeToSequence sample. ### Removed * Cleaned-up unused icons and UXML / USS files. * Removed the dummy search bar in Sequences window. ### Fixed * Fix edge cases related to the upgrade from Performances to SequenceAssets. * Sequences Structure window better reflect invalid sequences and Master sequences and prevent user to do unwanted actions. ## [0.1.0-preview.17] - 2021-02-12 ### Added * New Scene management features in the context of Sequences: * Scene Activation track in Timeline. * Scene loading workflow in the Sequences window. * New sample with UpgradeToSequence script to help users convert their existing Performances into new Sequence Assets. ## [0.1.0-preview.16] - 2021-02-01 _First release under the new name: com.unity.sequences._ ### Added * New SequenceAsset API, which replaces the former Performance/Take API. ### Changed * Change the package name to **Sequences (com.unity.sequences)**. * Rename menus and labels according to the new namings. * Update com.unity.settings-manager dependency to 1.0.3. * Declare implicit dependencies to allow true isolation. * Rename the PerformanceTrack and Clip to fit with the new SequenceAsset naming. * Move the SequenceAsset track and Editorial track into a Sequencing menu (instead of Cinematic). * Make private functions that shouldn't be exposed in the public API. ### Removed * Remove former Live Capture integration. * Remove the `Promote to Performance` action from the GameObject menu. ### Deprecated * The Performance/Take API is now deprecated, replaced by the new SequenceAsset API. ### Fixed * Fix serialization error of the Cinematic asset. * Make the Cinematic.Save function more robust so it can be used in an Asset Postprocessor. ## [0.1.0-preview.15] - 2020-10-26 ### Changed * Organize the cinematic timeline tracks (Editorial, Performance and Storyboard) under a "Cinematic" menu item. * Update the Performance types list with a new Sound type. * Performance group and performance take can't be renamed. Enforce this behaviour from the Cinematic Explorer UI to prevent potential confusion. ### Fixed * Fix NullRef exception occuring when deleting the selected take of a performance. The Manager UI now shows that take as "INVALID". * Fix added GameObjects and Components that was not taken into account when switching take and checking for unsaved modifications. ## [0.1.0-preview.14] - 2020-09-30 ### Changed * Update UI element styles and made them properly display in Light theme (personal). * Update Recorder dependency to 2.3.0-preview.3. ### Fixed * Fix exception when renaming a VCam Performance that is still connected to a device. * Fix the lost bindings on the EditorialClips when Editor opens. * Fix the offset on start and end frame values between Recorder and Timeline. ## [0.1.0-preview.13] - 2020-09-14 ### Changed * Update requirement: `com.unity.virtual-production@3.0.0-preview.6`. * Switch to a new VCam take will set Timeline's time at the beginning of the active shot. ### Fixed * Fix VCam app not playing the entire active shot context. Only the active shot timeline used to be played. * Fix VCam broken video stream under certain circumstances. ## [0.1.0-preview.12] - 2020-09-11 ### Fixed * Fix NullRef exceptions that could happen in the Cinematic Manager when manipulating takes. ## [0.1.0-preview.11] - 2020-09-10 ### Fixed * Fix compiler error with runtime builds. ## [0.1.0-preview.10] - 2020-09-09 ### Changed * The Cinematic Manager now displays the selected take in the performance widgets when folded. * Remove the Scene track until we define the right workflow for scenes manipulations. * When deleting a GameObject associated with a cinematic, ask user whether the associated asset(s) should be deleted as well or not. * When swapping Take, ask user what to do with current take if it has unsaved modifications. * Duplicating a take doesn't append "(Clone)" to its name anymore. * Add audio listener component on VCam performance. ### Removed * The `Create new Performance` item has been removed from the GameObject > Cinematic menu. ### Fixed * Fix Cinematic Explorer not reflecting Cinematic element selection from the Hierarchy view. * Fix Timeline's playhead jumping back to frame 0 when moving between cinematic contexts. * Fix Virtual Camera live link toggle not always in sync with the LiveLink internal state. ## [0.1.0-preview.9] - 2020-09-02 ### Added * Add an EditorialTrack used to represent sequences and shots in the Timeline. * Add a PerformanceTrack used to represent performances in the Timeline. ### Changed * Enable latent selection in Cinematic Manager. It will stay active on the latest valid Cinematic element (cinematic, sequence, shot). * Remove the NestedTimelineTrack (replaced by the EditorialTrack and PerformanceTrack, see in "Features"). ### Fixed * Fix Cinematic Manager not showing performances from a prefab instance of a shot. * Fix the Virtual Camera not responding when trying to record more than one take. * Fix Cinematic element getting destroyed when leaving Prefab isolation. * Ensure performances are created and saved with unique name in folder with unique name. * Fix the `Promote to Performance` menu item that was not available anymore. * Fix a bug where duplicating a performance take that contains another number than the take number was incrementing the other number as well as the take number. * Fix Cinematic Manager getting focused when a selection happens in the Hierarchy window. * Fix Cinematic element creation not dirtying the active scene. * Fix the switch of performance take that was throwing exceptions before and loosing timeline binding. * Fix deletion of cinematic GameObject that was throwing a null exception when the Cinematic asset was already removed from the Project. * Fix PlayableDirector's bindings field not properly cleaned up on performance removal. ## [0.1.0-preview.8] - 2020-08-20 ### Changed * Selection of any level of a Cinematic or of a performance sets the Timeline Window in the context - represented by the breadcrumb - of that selection. ### Fixed * Fix button `New VCam` that would stay enabled regardless of the presence of Virtual Production in the project. * Fix cinematic element buttons not being grayed out when they are not available in the contextual menu of the Hierarchy window. * Fix performance renaming where related GameObject, Timeline tracks and clips were not renamed accordingly. * Fix the cinematic and performance delete operations by also deleting related folders when needed. ## [0.1.0-preview.7] - 2020-08-07 ### Fixed * Clip in a NestedTimelineTrack track with "Match Content Duration" at true will match their content only if it's not empty. * Fix regression introduced with `0.1.0-preview.6` where the Cinematic Manager would not display performances. ## [0.1.0-preview.6] - 2020-08-06 ### Added * Add a new kind of Performance: Virtual Camera performance. Must have `com.unity.virtual-production` 3.0.0-preview.4 or later installed to unlock this feature. * Cinematic, sequences and shots can be recorded from the Cinematic Explorer window. Start time, end time, fps and output path are automatically set. * Add a new type of Timeline Track and Clip: Storyboard Track and Storyboard Clip. * Storyboard Clip displays an image in overlay over the Game View. ### Changed * Improve the editorial workflow: * Users can now create cinematic elements (Cinematic/Sequence/Shot) directly from the Hierarchy view using the GameObject menu or right-click. * Data and bindings are now serialized in scenes rather than in prefabs. * Prefabs, scene lighting and timelines are no longer generated when creating a new cinematic element. * Retired the use of Prefab tracks. Everything is now based on the NestedTimelineTrack. * Cinematic, Sequences and Shots start time and duration are update when new items are added or removed from a Cinematic. * NestedTimelineTrack now control the activation of the controlled PlayableDirector. * Cinematic Timelines and Performances created in the context of a Cinematic/Sequence/Shot are organized within the AssetDatabase in folders that reflect their creation context. ## [0.1.0-preview.5] - 2020-07-22 ### Changed * Move `Clear Performance User Types` to the Cinematic Explorer menu, under `Reset Performance Types`. * Move `Cinematic Toolbox` menu under `Window`. ## [0.1.0-preview.4] - 2020-07-15 ### Fixed * Fix bug in Cinematic Manager where PerformanceGroups were not updated when a Performance was deleted from the Explorer. * Fix bug in Cinematic Explorer where creating a new PerformanceType would immediately throw an exception. * Fix bug in Cinematic Explorer where pressing the Delete key would delete the selected items in both Cinematics and Performances tree views regardless of the focus. * Fix bug in Cinematic Explorer where deleting the last take of a performance with the Delete key would execute and leave the Performance in an undefined state. A performance can't be empty. * Fix name field always showing "filler text" in the Cinematic Manager window. ## [0.1.0-preview.3] - 2020-07-08 ### Added * Add drag and drop in hierarchy for cinematics. * Add ability to create a Performance from a GameObject selection in Hierarchy window. ### Changed * Update minimal Unity version to 2019.4. * Update all icons in the Cinematic Explorer window. * Streamline selection system with Cinematic's element. * Single left click opens the asset in the Cinematic Manager window. * Double left clicks executes the Single left click action and select the associated Timeline. * Single left click will no longer show the Cinematic Manager content in Inspector. * Rename the Shot Manager window to Cinematic Manager. ## [0.1.0-preview.2] - 2020-06-18 ### Added * Add new type of Timeline track to load/unload scenes. * PrefabTrack instantiate Prefab under the GameObject that own the PlayableDirector. Allow edition "in context". * Add children track naming based on their role (Sequences or Shots). ## [0.1.0-preview.1] - 2020-06-10 ### Added * Add DeleteFolder(), RenameFolder(), IsRenameValid(), GenerateUniqueAssetName() and GetAssetPath() functions to CinematicAssetDatabase. * Add name validation to Rename() function calls. * Add ability to remove Performance from Shot Manager. * Add GetFirstClip() function to TrackAssetExtensions. ### Fixed * Fix bug in Cinematic/Shot/Performance Rename() where parent folder was not renamed. * Fix bug in Cinematic/Shot/Performance Delete() where parent folder was not deleted. * Fix bug where Cinematic Explorer window would not stay when reopening Uni.y. * Fix refresh issue in the ShotManager's performances add dropdown menu when a Performance is created or deleted. * Fix refresh issue in the ShotManager's take selection dropdown when a new take is created or renamed. * Fix Performance take selection not being properly serialized. * Fix bug in CinematicManager AddPerformance() where adding performance in a shot did not create a new track. * Fix bug where Cinematic Explorer window would not stay when reopening Unity. * Fix a bug where Cinematics/Performance Explorers would clip on the bottom when there are too many items and related resizing issues. * Fix bug where the fps of a Shot's Timeline did not match the fps of the associated TimelineCinematicClip. * Fix bug where the fps of a Performance's timeline did not match the fps of the associated Shot. * Fix bug where Performance clip would not display name of associated Take. ## [0.1.0-preview] - 2020-05-28 _This is the first release of com.unity.cinematic-toolbox._ ### Added * Cinematic and Performance Explorer window. * Shot Manager window.