Timeline
Timeline controls the scene's exclusive authored cutscene sequence.
| Method | Returns | Description |
|---|---|---|
Timeline.Play(name[, options]) | boolean | Starts a named Timeline; options.OnComplete is optional. |
Timeline.Stop() | none | Stops the active Timeline without calling its completion callback. |
Timeline.IsPlaying() | boolean | Reads active playback state. |
function BeginReveal(gameObjectId)
if not Timeline.Play("Door Reveal", {
OnComplete = function()
Log.Print("Reveal finished")
end
}) then
Log.Print("Door Reveal is unavailable")
end
end
Only one Timeline plays at a time. Starting another sequence replaces the active one according to the runtime's authored Timeline path. Keep completion work bounded because it runs inside the protected Lua callback budget.
See Cutscenes and Timelines for tracks, preview, player-control blocking, and event authoring.