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Action Ordering
By default, an event's actions run sequentially – one after another, shown by the arrow between them. These actions let you change that flow and structure complex interactivity. You can also build groups and sequences just by dragging actions on top of each other. (See Actions for the basics.)
Group
Runs the actions inside it simultaneously.
Sequence
Runs the actions inside it one after another.
Wait
Pauses for a set time before the next action runs.
Options
- Wait Duration – the pause, in seconds.
Use Wait sparingly
Timing an experience mostly with Wait actions is fragile – change one animation and the whole chain falls out of sync. Prefer to drive timing from the animations and events themselves, and use Wait only for fine-tuning (a beat of breathing room after a video, for instance).
Random
Runs one randomly chosen action from the ones you place inside it – useful for surprise and variety in gamified experiences. It only picks from the actions you add, so the randomness stays controlled.
Repeat
Repeats the actions inside it a set number of times.
Options
- Repeat Count – how many times (1–9).
Cycle
Steps through several states each time it fires – each state is its own set of actions. Use it for multi-step toggles, e.g. cycling a light through off → dim → bright on repeated taps.
Options
- Number of States – 2 to 6.
- Mode – Loop (wraps back to the first state after the last), Ping Pong (advances to the last state, then reverses), or One Shot (advances and stops at the last state).
Conditional Logic
Runs actions only if a condition is met, with an optional "else" branch for when it isn't.
Options
- Condition – currently Platform Is (run different actions depending on the device platform – e.g. one thing on a headset, another on a phone).
The data model also supports value-based conditions (value equal / value less-or-equal), but the editor's condition picker currently offers only Platform Is.