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Timelines

Timelines show the level over time: objects, the selected object's keyframes, a prefab's template, audio and events. The beat grid helps you place all of it on the music

Level timeline

Shows every object of the level over time. Each object is one clip. The lane a clip sits in is the object's layer

A clip is a half-open span. An object on frames 10-19 ends exactly where an object starting at frame 20 begins. The two never both draw on a shared frame

Worth knowing

A child's span must lie inside its parent's. That is resolved on read and never stored. Shrink the parent and the children are clipped, but their values do not change. Stretch it back and everything returns. A root object past the end of the level is valid data, it simply does not play

Tip

Four tools sit in the button strip: Selection selects and moves, Edges drags an edge, Scissors cut the clip under the cursor, Marquee adds every clip a dragged box touches to the selection. The menu opens with a right click on empty space. A press on a clip starts a drag

A prefab placement and the objects it brings are drawn in the prefab's colour

How the tools treat a placement:

  • Its length comes from the template by default. A different length on one placement is recorded as an override of that placement only
  • If you drag its start edge with Edges, the place it reads the template from moves along with it. So the picture inside stays where it was
  • Scissors cut it into two placements of the same template, and each plays its own part. The template itself does not change
  • The objects a placement brought cannot be cut. Cut the placement itself, or cut those objects in Prefab Mode

More: How the editor works, Composition and the camera

Local timeline

Shows the keyframes of the selected object. Each animatable property has its own track: position, rotation, scale, size, anchors, pivot, colour, UV, font size

Frames here count from the start of the object's span. Move the object and its whole animation moves with it

Worth knowing

An empty track is valid data, not a gap. A track with no keyframes takes the default value. That is why a new object animates nothing until you place a keyframe

A value blends only between neighbouring keyframes. The span decides which frames exist, but not how the values blend

On an object from a prefab, a track that still matches the template is drawn in the prefab's colour. Add, move or edit a keyframe on it and the colour goes: the track now holds an override

In Prefab Mode, with the template's root selected, this timeline is as long as the whole template

More: How the editor works

Prefab timeline

Prefab Mode's own timeline. Shows the template's objects

Worth knowing

Its length is the template's own length, not the span of one of its placements. A template is edited as a small standalone level. It can be placed many times and at different moments

One row is the template's root, and it runs the length of the whole template. Every other object of the template hangs off it:

  • the root row can be selected. The inspector and the Local timeline then show the root
  • it cannot be dragged, stretched or cut
  • it folds like any parent. A folded root hides the whole template on this timeline
Warning

The selection is not shared with the rest of the editor. There is no live preview of a specific placement. Edits change the template and spread to every placement that references it

More: Reuse: prefabs, copying, generators

Audio timeline

Shows the level's audio tracks with their waveform. It makes it easy to line content up with what you hear

Tip

Fit Track in the inspector fits the track to the clip's real length. The button is unavailable if there is no clip or the speed is 0: a frozen track has no length Fit Level lengthens the level as well, until the whole clip fits. Both buttons ask for confirmation first

Caution

The Volume slider in the inspector is the track's fader. Keyframed volume is a separate Volume track on the Local timeline. At playback the two multiply

More: Preparing the track

Events timeline

Shows the level's keyframes that belong to no object:

  • camera position, rotation, zoom, pivot and shake
  • markers and checkpoints
  • the screen limit
  • background and theme
  • every post-processing effect
  • the player's visibility, control, collision, size and speed
Worth knowing

The Beat track is the exception here. Its items have a span, and it is the only track Edges and Scissors act on

Tip

A colour can refer to the level's theme instead of a fixed value. Then changing the theme recolours everything that refers to it at once

More: Composition and the camera, Themes

Beat grid

Helps you place content on the music. Generators work on the same beats you see

It is authoring metadata, not a mechanic. Playback does not read the grid

The grid is a list of segments. Each has a constant tempo: BPM, phase offset, beats per bar. Segments do not overlap. The gaps between them are needed: an intro without drums, a break, the tail after the track. A single tempo track could not express that

Tip

TAP records taps at the playhead. Create from taps turns them into one segment from the first tap to the last. Beats are always counted from the segment's start and do not accumulate, so the error is under half a frame

More: Rhythm and structure

Beat segment

One stretch of constant tempo: BPM, phase offset in fractional frames, beats per bar, a name and a colour

Exactly one segment is shown, even if several are selected. Every field but the name is unique to a segment. Editing them together would collapse them into each other

Caution

A segment is identified by its start frame. So moving it changes its identity. After a move, select the segment again at its new start

Tip

Taps here re-phase the selected segment instead of creating a new one. BPM and offset change in one undo step

More: Rhythm and structure