Animation timeline
Puts several moves in a row or side by side and plays them back, with named moments for sounds and effects. Use it for intros, door openings, menus whose parts arrive one by one, and small cutscenes.
When you need it
Whenever one thing should happen after another: a chest that shakes, opens, then lets the loot fly out, with a sound on exactly the right moment.
Say this to your AI
Use the animation timeline from Spielerando for my chest: shake it, open the lid, then let the coins fly out, with a sound exactly when the lid opens.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP
Settings
- duration (0.3): Seconds a step lasts if you do not say. Around 0.3 feels quick but readable.
- mode (once): "once" stops at the end, "loop" starts over.
Your AI gets the code
The finished code and math come through the Spielerando connection, so your AI can use them right away. Connect your AI
Common questions
how do i play animations one after another
List the steps in order, each with a length. The timeline starts each one when the one before ends, and you can also run two at once. No nested timers needed.
how do i play a sound at the right moment of an animation
Put a named mark in the timeline at that moment. The player reports it once, exactly when it passes, even if the frame rate drops.
why do my chained animations jump
Each step usually starts from a fixed value that no longer matches. Here each step starts from wherever the value is at that moment, so one can follow or interrupt another smoothly.