Timeline Editor and Playback

Captured from the maximized window so track names, clip ranges, keys, and the red playhead remain readable.
The Timeline panel combines a track tree, time ruler, clip lanes, and property editors. Select a track or property to expose the operations relevant to that item.
Transport
Changed 2.2.7The transport bar sits at the top of the Timeline panel. Since 2.2.7 its controls are square icon buttons, and step and jump-to-end buttons were added. Hover a button to see its name.
| Control | Default shortcut | Behaviour |
|---|---|---|
| Stop and rewind to the start | Shift+Space | Reset runtime objects and evaluate from time zero. |
| Step back one tick | , | Pause and move the playhead one tick back. |
| Play / pause the preview | Space | Advance or freeze the master Timeline clock. |
| Step forward one tick | . | Pause and move the playhead one tick forward. |
| Jump to the end of the effect's content | Pause and move the playhead to the end of the content. | |
| Current time | Shows the playhead time in seconds. Type a value and click away to jump there. | |
| End condition toggle | Off (default): the preview ends when every FX object has finished. On: it ends at the Timeline's end. | |
| Loop toggle | On (default): restart from the beginning when the preview ends. Off: hold at the last frame. | |
| Scrub | Drag the playhead to evaluate the effect at that time without normal forward playback. |
The shortcuts can be rebound; see Keyboard Shortcuts.
Signals and audio are gated during editor scrubbing so dragging the playhead does not repeatedly fire gameplay events or overlap sounds. In-world forward playback enables both.
Time and Zoom
The ruler is measured in ticks. Zoom changes the pixels-per-tick scale around the pointer; horizontal scrolling moves the visible time window. The red playhead is the current evaluation time.
Selection and Editing
- Drag an empty lane region to box-select items.
- Use Ctrl/Shift according to the editor selection behaviour for multi-select.
- Drag selected clips or keys as a group.
- Edge guides snap to nearby clip/key boundaries.
- Clip lanes reject overlapping placement where the track requires one active clip.
- Copy/paste preserves relative offsets and refuses an invalid overlap instead of silently corrupting timing.
Fast Seek
Scrubbing far forward may need to replay simulation from the start because particle state is not a pure function of one timestamp. The editor coalesces repeated seek requests and uses fast replay so pointer movement does not enqueue a full simulation for every intermediate pixel.
Editor vs In-World
The editor uses an isolated particle manager and post-effect stack. Audio preview is forced non-positional when needed so it remains audible from the preview camera. In-world playback uses the executor's real level, entity/block anchor, signal hooks, and global post stack.
Timing check
Preview once by scrubbing for layout, then play forward from zero to verify Control restarts, random seeds, Signals, Audio, and post-effect fades.