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Timelines
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Timelines

Every timeline of the editor and the beat grid, one section per panel

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 covering frames 10-19 ends exactly where one starting at 20 begins. The two never both draw on the shared frame

Worth knowing

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

Tip

The three tools live in the button strip: Selection picks and drags, Edges reshapes an edge, Scissors splits a clip at the cursor. Right-click empty space to open the menu. A press on a clip starts a drag

A prefab placement and the objects it brings are drawn in the prefab tint

How the tools treat a placement:

  • Its length is its template's by default. Setting a different length on one placement records an override for that placement only
  • Dragging its start edge with Edges also moves where it starts reading the template. So the picture inside it stays where it was
  • Scissors cuts it into two placements of the same template, each playing its own part. The template itself is not edited
  • The objects a placement brings cannot be cut. Cut the placement, or cut those objects in Prefab Mode

More: How the editor thinks, Composition and the camera

Local timeline

Shows the keyframes of the selected object. Each animatable property has its own lane: 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 missing data. A track with no keyframes uses the default value. That is why a new object animates nothing until you add a key

Values blend between neighbouring keyframes only. The span decides which frames exist, never how values blend

On an object that comes from a prefab, a track that still matches its template is drawn in the prefab tint. Add, move or edit a keyframe on it and the tint 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 thinks

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 self-contained level. It can be placed many times, at different times

One row is the template's root, and it spans 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, resized or cut
  • it folds like any parent. Folding it 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 waveforms. They make it easy to line content up with what you hear

Tip

Fit Track in the inspector resizes a track to its clip's real length. The button is disabled without a clip, or at speed 0: a frozen track has no length

Caution

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

More: Preparing the track

Events timeline

Shows level-wide 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 lane is the exception here. Its items carry a span, and it is the only lane Edges and Scissors act on

Tip

A colour can reference the level's theme instead of holding a fixed value. Then changing the theme recolours everything that points at it at once

More: Composition and the camera, Themes

Beat grid

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

It is authoring metadata, not a game 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 never overlap. The gaps are useful: an intro with no percussion, a break, the tail after the song. A single tempo track could not express them

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 never accumulated, so the error stays 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 when several are selected. Every field but the name is unique to one segment. Editing them together would collapse them onto each other

Caution

A segment is identified by its start frame. So moving it changes its identity. After a move, reselect it 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