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Best Practices

Use dot-separated names that group related timeline elements:

SFX.Interact.Open
Window.Interact.Snapping
Branch.Interact.NextStage

Avoid generic IDs such as Sound1 or MyHitbox. A stable identifier should communicate both its domain and purpose.

Author cues as percentages, then preview important contacts after changing a clip or speed. A normalized value follows the clip duration, but it cannot determine whether a different animation places the same action at the same relative frame.

Use a Notify or Window instruction list to dispatch a concise effect or state change. Move multi-step calculations and reusable behavior into a dedicated Game Creator instruction asset or script.

Small non-zero blend durations can avoid abrupt transitions; 0.15s to 0.2s is a useful starting range. Tune the final values for the animation, layer, and locomotion setup.

For every interruptible Montage, verify:

  • interruption before a Window opens;
  • cancellation while a Window is active;
  • cleanup after a Window closes;
  • Transform restoration after cancellation; and
  • entry, loop, and exit behavior for State mode.

When available in the package, inspect the live playhead, active Windows, and Branch results on the Player component. Pair the display with Console logging only when the extra detail is needed.

Animation Montages uses cached IDs, pooling, and allocation-conscious playhead updates. Profile the complete gameplay flow on the target platform.