## 5 Discussion
\begin{table}
\begin{tabular}{c c c c} \hline \hline
**Feature** & **Custom Sequencer** & **Unreal Engine Sequencer** & **Unity Timeline** \\ \hline
**Dynamic** & Yes, supports dynamic camera & Yes, allows for complex camera & Yes, supports camera animations and transitions & Yes, supports camera animations \\
**Camera Changes** & & & and transitions \\ \hline
**Integration with** & Moderate, can be extended with & High, integrates seamlessly with & High, integrates with Unity’s \\
**Multiple Tools** & Unity’s existing tools and assets & Unreal’s tools (e.g., Blueprints, & wide array of tools and assets \\ \hline
**User Inter-** & \begin{tabular}{c} Basic UI, skip button \\ functionality, can be improved \\ with custom UI \\ \end{tabular} & \
\begin{tabular}{c} Advanced, user-friendly with \\ drag-and-drop functionality \\ \end{tabular} &
\begin{tabular}{c} Advanced, intuitive UI with \\ drag-and-drop and \\ keyframe editing \\ \end{tabular} \\ \hline
**Custom** & Yes, supports custom events with & Limited to predefined events, & Yes, but more complex to create \\
**Event Handling** & ICutsceneAction interface & complex custom events compared to & custom system \\ \hline
**Ease of Use** & \begin{tabular}{c} Moderate, requires scripting \\ knowledge for customization \\ \end{tabular} & \
\begin{tabular}{c} High, user-friendly with visual \\ scripting (Blueprints) \\ \end{tabular} &
\begin{tabular}{c} High, user-friendly with visual \\ editing and scripting \\ \end{tabular} \\ \hline
**Performance** & \begin{tabular}{c} Efficient, but dependent on \\ Unity’s performance \\ optimizations \\ \end{tabular} & \
\begin{tabular}{c} High, optimized for performance \\ in complex scenes \\ \end{tabular} &
\begin{tabular}{c} High, benefits from Unity’s \\ performance optimization \\ \end{tabular} \\ \hline
**Sound Integration** & \
\begin{tabular}{c} Yes, integrates sound with \\ adjustable delays \\ \end{tabular} &
\begin{tabular}{c} Yes, advanced sound integration \\ and mixing \\ \end{tabular} & Yes, supports sound integration \\ \hline
**Modularity** & \begin{tabular}{c} Yes, modular with \\ Custscene Controllers for different \\ scenes. Easy to rearrange and \\ modify the order of cutscenes \\ \end{tabular} & \
\begin{tabular}{c} Yes, highly modular and \\ reusable components \\ \end{tabular} &
\begin{tabular}{c} Yes, modular and \\ reusable components \\ \end{tabular} \\ \hline
**Customization** & \begin{tabular}{c} High, allows for custom scripts \\ and behavior \\ \end{tabular} & \
\begin{tabular}{c} High, customizable with \\ Blueprints and C++ \\ \end{tabular} &
\begin{tabular}{c} High, customizable with C\# and \\ custom scripts \\ \end{tabular} \\ \hline
**VR Compatibility** & \begin{tabular}{c} Yes, supports VR with camera \\ tracking control \\ \end{tabular} & \
\begin{tabular}{c} Yes, supports VR and AR \\ applications \\ \end{tabular} &
\begin{tabular}{c} Yes, supports VR and AR \\ applications \\ \end{tabular} \\ \hline
**Sequential** & \begin{tabular}{c} Yes, allows sequential control of \\ cutscenes through \\ Cutscene Controllers \\ \end{tabular} & \
\begin{tabular}{c} Yes, strong sequential control \\ with timeline and keyframes \\ \end{tabular} &
\begin{tabular}{c} Yes, robust sequential control \\ with timeline and keyframes \\ \end{tabular} \\ \hline
**Extensibility** & \begin{tabular}{c} High, can be extended with \\ additional features and \\ improvements \\ \end{tabular} & \
\begin{tabular}{c} High, highly extensible with \\ plugins and additional modules \\ \end{tabular} &
\begin{tabular}{c} High, extensible with Unity Asset \\ Store and custom scripts \\ \end{tabular} \\ \hline
**Debugging and** & \begin{tabular}{c} Moderate, basic debugging tools, \\ can improve with custom logs \\ \end{tabular} & \
\begin{tabular}{c} High, comprehensive debugging \\ and profiling tools \\ \end{tabular} &
\begin{tabular}{c} High, robust debugging and \\ profiling tools \\ \end{tabular} \\ \hline
**Custom Actions** & Yes, easy to define custom actions & Limited, requires extensive & Yes, but more scripting required \\ with ICutsceneAction interface & scripting or Blueprints & compared to custom approach \\ \hline \hline \end{tabular}
\end{table}