Portals Animation
What it does
Animates an item's position, rotation, and size through a sequence of transform states that you create in the Tasks panel. It is the no-code option for moving platforms, doors, elevators, hazards, and scene props.
Setup
- Select the item you want to animate.
- Add Portals Animation to the task state that should start the movement.
- Choose Add Transform State and configure each destination's position, rotation, size, and transition duration.
- Use Preview Transition to check the complete sequence before testing it in the space.
Settings
| Setting | What it means |
|---|---|
| Add Transform State | Adds a step in the animation. Each step has a destination transform and a transition duration. |
| Preview Transition | Plays the configured sequence in the editor so you can inspect it before publishing. |
| Loop Animation | Repeats the sequence when it has more than one transform state. |
| Seamless Loop | Adds a smooth transition from the final state back to the first state. Available when looping is enabled. |
| Relative | Treats each transform state as an offset from the item's starting position, rotation, and size. |
| Optimise For Collision Detection | Uses a more collision-focused update path for animated items that need reliable player collision at lower frame rates. |
Tiny example
Create a moving platform with a start state at one side of a gap and a second state across it. Set a duration for each transition, enable Loop Animation, and enable Optimise For Collision Detection if players must land on it.
Test and troubleshoot
- Use Preview Transition after every substantial change; it is much faster than publishing to discover an incorrect state.
- Enable Relative when you want to reuse the same movement pattern after moving the item in the room.
- Do not enable collision optimization for every decorative animation. Use it where player collision matters.
- A loop needs more than one transform state to create visible motion.
