Directing Virtual Characters in Wayward Strand, Part 1 news Exploring the design and tech behind directing Wayward Strand's character animations in Unity - including how we've set up our animator controllers to allow for continuous, complex character animation. Jul 28th, 2021 After my last post, on how we’ve integrated ink and Timeline, there was some interest in how we use Unity’s Timeline tool to do things like trigger animations on characters. Over the course of making Wayward Strand, we've developed a solution for this that we're pretty happy with. Put simply, we use Timeline to set parameters on our characters' Animator Controllersâ - but we've developed quite a bit of scaffolding around this, as well as a useful categorisation structure for our animations.