Visual Timeline Inspector

Timeline Authoring

Detailed technical reference for the five timeline elements that coordinate animation files with Game Creator actions.

Timeline Editor Panel Overview
NOTIFIES
SFX.CorkPop (15%) VFX.Liquid (80%)
WINDOWS
Buff.ApplyWindow (40%-75%)
SECTIONS
Unlatch_Chest Pop_Lid
BRANCHES
Interaction.Next (82%)
TRANSFORMS
Chest.OpenLid (20%-80%)
Point Event

Notifications (Notifies)

Fires exactly when the playhead crosses the defined percentage. Best for one-off actions.

  • Usage: Trigger audio pops, spawn visual trails, play footstep audio, or fire custom signals.
  • Visual Scripting: Executes a single Game Creator 2 Instruction List synchronously.
  • C# Scripting: Invokes the OnNotificationFired callback event with the notifier's ID.
Timeline Notifications (Notifies) Track
Adding Point Notifications to fire custom audio and visual instructions when crossed.
Range Event

Windows

Defines a span of time (e.g., 20% to 55%) that executes custom logic upon entering and exiting the window.

  • Usage: Status effect ranges, character snaps, cancel windows, or invincibility buffers.
  • Visual Scripting: Links two distinct Instruction Lists: one runs when entering the window, and one runs when exiting.
  • C# Scripting: Can be queried at runtime using player.IsWindowActive("ID").
Timeline Range Windows Track
Authoring Range Windows with dedicated On Enter and On Exit instruction lists.
Timeline Range Cancel Logic Window
Integrating locomotion cancel windows to allow players to interrupt recovery states.
Anchor

Sections

Timeline anchors that segment the montage into logical zones (e.g., Start, Loop, Recover).

  • Usage: Creating multi-stage interactions, loop phases, or recovery cancel jumps.
  • Ticking flow: Plays sequentially by default, but you can trigger instant jumps to loop or skip sections using actions or code.
Timeline Sections Flow Inspector
Dividing the timeline into named sections to control looping and playback auto-continue rules.
Decision

Branches

Decision gates at keyframes that evaluate standard Game Creator 2 Conditions to dynamically alter the playback path.

  • Usage: Check inputs during vaults. If inputs match, jump to the next animation; otherwise, let it blend out.
  • Success / Fail Logic: Define distinct transition results for satisfied versus failed conditions (e.g., jump section vs. stop).
Motion Offset

Transform Tracks

Applies custom spatial offsets (position, rotation, scale) to targeted bone slots, character roots, or props over a range.

  • Usage: Snapping hips to door frames, locking characters toward targets, or instantiating and parenting item props (e.g., potion bottles, keys) to bone handles.
  • Easing Curves: Supports easing configurations (Linear, EaseInOut) and automatic cleanup of coordinates and spawned props when exiting.
Transform Tracks Prop Instantiation Preview
Instantiating and parenting item props to character hand bone handles with visual preview controls.

Interruption & Runtime Parameters

Configure conflict priorities and pass dynamic variables directly to your playhead at runtime:

Interruption Priority

Control what happens when multiple montages play together. Enable Require Cancel Window to prevent overrides unless active cancel windows are met.

Interruption & Canceling Settings Inspector
Priority and blending rules to govern playhead overrides.

Montage Parameters

Define dynamic variables (GameObjects, floats, vectors) inside the asset, allowing you to pass target positions or speed scales at runtime.

Montage Parameters Setup Inspector
Setting up dynamic parameters to adapt playhead targets on the fly.