9️⃣Animated Decoration

Create custom configurations to play multiple animations belonging to an Object and send messages depending on animation state.


Create multiple animation configurations, which can send messages at start or stop.


New preview button in Editor mode so there's no need to test in play mode as before.

  • Create multiple animation configurations for an Object

  • Set what message triggers an animation to play

  • Set what message is sent when an animation beings

  • Set what message is sent when an animation ends

  • Set loops

PERFORMANCE TIP In multiplayer Experiences, there are two layers of logic that will not communicate with each other: singleplayer [SP] and multiplayer [MP]. For best performance, only apply [MP] behaviours and components to objects that MUST be synchronised to all players (or communicate on that layer), and maximise use of the [SP] (Client Only) layer.

USAGE TIP Take advantage of this unique Behaviour's ability to send messages when a specific animation is triggered or when it ends for logic sequences that align with this Behaviour.

THINK OUTSIDE THE BOX Door Behaviour can also be used to switch between playing two animations (which return to idle when finished) when you interact with the Object and send a message when they start to play. When the Behavior is triggered to "Open," the Object has no collisions.

Common Uses

  • Create more realistic NPC interactions by setting animations as part of logic sequences including dialogue

  • Choreograph a concert or event

  • Create dynamic, lively spaces in your Experience that aren't just sitting on "Idle" animation


Inputs: One message Detect player

Outputs (per Animation): Message on Play Message on Stop



Animation - for this Element, select which Animation will play when conditions are met. These are already built into the Asset you used to create the Object.

Animation Speed - vary the length of time the Animation will play through.

Infinite Loop (toggle) - False for one time play, True for continuous play (looping).

Play Count - the number of times the Animation will play.

Play Condition

  • Play on Start - play when the Experience begins.

  • Play on Receive Message - play when the "Message to Play" is received.

  • Play on Detect Player - play when a player is within the distance selected on the Detection Range slider.

Time Between Plays - how many seconds will pass before an Animation may be triggered to play again. Detection Range (slider) - set the distance from an Object's pivot point where detection of other Objects is possible using a slider or by entering a value.

Message at Start - for this Animation Element, choose a Message to send when it is triggered to play. NOTE Each Animation Element can send a unique Message when played, meaning a specific Animation state can trigger logic in other Objects.

Message at End - for each Animation Element, send a Message when it stops playing. NOTE Each Animation Element can send a unique Message when stopped, meaning a specific Animation state can trigger logic in other Objects. NOTE If the Play Count is greater than 1, this Message will send when the Animation plays through that many times.

Interruptible (toggle) - set whether an Animation can be interrupted if another Animation is triggered or if it will continue to play to the end and the other Animation will follow. NOTE If Interrruptible is not set to True for an Animation, then Animations will stack in the order they were triggered and play through.

Add Animation + - Add another set of rules to the Animated Decoration Behaviour as another Element.

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