Play Sequence
Plays, stops, toggles or restarts a Timeline sequence (camera shots, clips, audio, events) for every player when a pulse arrives. New in 1.39; find it in the palette under Animation.
Output: none (it acts on the sequence).
Inputs
| Handle | Type | Meaning |
|---|---|---|
| trigger | event | each pulse performs the action — wire On Click, On Enter, Key Press or On Sequence Event here |
Parameters
| Parameter | Default | Options |
|---|---|---|
| sequence | (none) | which sequence to play; Open in Timeline jumps to it |
| action | play |
play, stop, toggle, restart |
Every player, one moment
The pulse is shared, so every player starts the sequence from the same moment and runs it on their own device: the clips start together, each device plays the audio, and each player's own view cuts to the camera shots. Nothing else is sent.
A sequence with Autoplay on needs no node at all — it starts when a player enters Play, and when an exported game opens.
Practical example
A cutscene when someone presses a button:
- In the Timeline, build a sequence named
doorwith a camera shot on the door and the door's opening clip. - Add On Click (on the button) → Play Sequence, sequence
door, actionplay. - Click the button in Play. Every player's view cuts to the door as it swings open, then comes back.
Tip
Chain an On Sequence Event with event end to do something once the cutscene is over.