When a trigger happens, the sentence checks its conditions and runs its actions.
In an interaction sentence, a trigger goes in the “when” slot and an action goes in the “what” slot, and you can add a condition between them. Click a word in an open row, and a menu opens with what can go in that slot.
Triggers · Clicks and the pointer
In Interaction mode, click a row in the list of the Interactions panel at the bottom to open its sentence. In the open row, click the word in the “when” slot to open the trigger menu. For the steps, see Edit and preview. The items below follow the menu order for a sentence on an object. The menu for a sentence on a scene doesn’t have the four that need the pointer over an object (While hovering, While pressing, On pointer enter, and On pointer leave).
On click · On double click · On long press
These run when you click with the pointer. A finger tap on a phone is a click too. On a scene, they run for clicks on empty spots that no object takes. During playback, you can’t click an object whose opacity is 0, and the click passes through to what’s below it. If you need an invisible spot to click, remove its fill instead of lowering its opacity.
- On clickWhen you press and release
- On double clickWhen you press twice quickly
- On long pressWhen you hold for 0.5 seconds without moving
While hovering · While pressing
These last while the pointer is over the object, or while the object is held down. An animation played during that time stays at its last pose, then eases back to the original look when the pointer leaves or you let go. Hovering works only with a mouse. It doesn’t happen on phones and tablets, so for anything that must work, also write an On click sentence.
- While hoveringReturns when the pointer leaves
- While pressingReturns when you let go or the pointer leaves
On pointer enter · On pointer leave · On pointer down · On pointer up
Each runs once at that moment and doesn’t hold anything. Moving the pointer from the object onto another object inside it doesn’t count as entering or leaving. Entering and leaving also work only with a mouse.
- On pointer enterWhen the pointer comes into the object
- On pointer leaveWhen the pointer goes out of the object
- On pointer downWhen a press starts
- On pointer upWhen you let go
On swipe
This runs when you press, drag more than 50 pixels on the screen in one direction, and let go. In the menu, choose On swipe left, On swipe right, On swipe up, or On swipe down. On an object, it takes only swipes that start on that object. On a scene, a left or right swipe runs instead of the usual swipe that changes scenes on the presentation screen.
Triggers · Keys and time
On key
One key on the keyboard. When you choose it, “Press a key…” appears in the key spot, and the next key you press is set. If you click somewhere else without pressing a key, it stays at the default, ↩. A key set here runs before the presentation screen’s default keys. Set letter keys with English input on, and keep English input on when you present. With Korean input on, the same key is read as a Korean letter and doesn’t match.
- Click the key spotSet a different key
- ⇧+a keySet it with a modifier key
- escCancel setting the key · can’t be used as a trigger
On scene enter · After a delay
On scene enter runs every time this scene opens during playback. After a delay runs once when the set number of seconds has passed after the scene opens, and leaving the scene before then cancels it. The default is 1 second. Click the number to change it, for example to 0.5. Use it for screens that move on by themselves, like a kiosk.
When an animation completes · On stop reached
These run when an animation has played to the end, or when the clock reaches a stop. Along with an unnamed item, the menu lists each animation and stop of the object’s frame (or of the scene, outside a frame). On a frame, the unnamed item waits for all of the frame’s animations. On a scene, it waits only for the timeline and the auto-play animations. To wait for an effect another sentence played, choose its name.
When media ends · When media reaches
These run when a video or audio clip in the same scene has played to the end, or when it passes the seconds you set. Only clips with Sync to Timeline turned off in the Video or Audio panel appear in the menu. In a sentence on the clip itself, the clip shows as “media”. Other clips show by name under Other media. A looping clip never ends, so its end trigger never happens either.
Triggers · Values
When a variable changes
This runs when a variable’s value changes during playback. At the bottom of the menu, each variable you made gets its own item, like “When score changes”. It happens when an action or a request puts in a value, not when you edit the value in the Variables panel.
On message
This runs when a Send message action sends a message with the same name. The default name is message. Click the name to change it. A message reaches the current scene and all of its objects at once. A message sent by the AI assistant or a connected app can carry a value. Use ⋯ › Add message value to put that value in a variable.
Actions · Moving between scenes
To open the action menu, click a word in the “what” slot, or choose Add action from the ⋯ More button at the end of the row. Actions run in the order they’re written. Only Wait and Fetch wait until they finish. The rest only start, and the next action follows right away.
Go to a scene
At the top of the menu, every scene except the current one gets its own item, like “Go to New Scene”. Scenes with the same name can’t be told apart in the menu, so rename your scenes first (see Work with scenes). It doesn’t go to a hidden scene.
Next scene · Previous scene · Back · End show
Next scene and Previous scene skip hidden scenes and go to the scene after or before. On the last scene, Next scene does nothing. Back returns to the scene you left with Go to a scene. Moves made with Next scene or Previous scene aren’t remembered. End show ends in a different way depending on where the show is viewed.
- Presentation screenEnd card · the next input goes to the editor
- Play linkEnd card · the next click shows the scene again
- In PreviewEnds Preview
Actions · Animation and media
Play · Stop
Plays or stops a named animation. The menu lists the animations of the object’s frame (the object itself if it’s a frame, or the scene outside a frame) as items like “Play Pop”. Those of other frames or the scene are under Other animations. A played animation runs to the end and then returns to the original look. If the changed look should stay, use a Set state action.
- Stop the animationReturns to the original look on the spot
- Run it again at a stopKeeps playing to the next stop
Set state
Moves a frame to one of its states, and shows in the menu as items like “Set state state2”. A state keeps its look until you move to another state. So even in a While hovering sentence, it doesn’t go back when the pointer moves away. If the frame is already in that state, nothing happens. To make states, see Make buttons with frame states.
Timeline
Plays or pauses the scene’s timeline, or moves it to a stop or to a time in seconds. It doesn’t move frames’ animations.
- Play timelinePlays
- Pause timelinePauses
- Next stop · Previous stopTo the next or previous stop
- Seek timelineTo the seconds you set · default 0 seconds
Media
Plays or pauses a video or audio clip in the same scene, or moves it to a time in seconds. As with the triggers, only clips with Sync to Timeline turned off appear in the menu. In a sentence on the clip itself, it shows right away as “media”. In a sentence on another object, such as a button, it shows by clip name under Other media. The play item looks like an animation item (“Play media”), but it plays the clip, not an animation.
- Play mediaPlays the clip
- Pause mediaPauses
- Play or pause mediaSwitches between playing and paused
- Seek mediaTo the seconds you set
Actions · Flow and the outside
Wait
Waits the set number of seconds before going on to the next action. The default is 1 second. Playing an animation only starts it, so to change scenes after an animation ends, put a Wait between them. Add action puts the new action at the very end of the sentence. Click the word “Wait”, not the number, and choose Move earlier to move it in front of the scene move. You can’t drag actions to move them.
Open URL
Opens a web address in a new tab. When you choose it, the field opens with the default https:// all selected, so type the address starting with https://, like “https://www.example.com”. If you leave out https:// and type only “example.com”, it’s added to the address of the page you’re on, and the wrong page opens. It opens only http and https addresses, mailto: email addresses, and tel: phone numbers, and skips other formats. Wrap a variable name in double curly braces in the address, like {{score}}, and it’s replaced with that value during playback. It doesn’t open from a sentence triggered with the phone remote.
Send message
Sends a named message. Every On message sentence with the same name runs along with it, wherever it is in this scene, so use it to move several objects at once with one button. The default name is message.
Fetch
Sends a request to a web service and puts the answer in a variable. The next action waits until the answer arrives. Choosing it opens the Request panel. For how to use it, see Requests and variables.
Actions · Variables
The menu shows only the variables you made in the Variables panel, not system variables like the project name or page number. Values changed during playback go back to the values saved in the Variables panel when playback ends.
Increase · Decrease · Toggle · Set
Each variable gets the items that fit its type, like “Increase score”. Every variable can be set to a value, and choosing that item opens the field with the current value in it. You don’t type the value of a Boolean variable: each click switches it between true and false.
- Increase or decreaseA number variable, by 1
- Toggle a variableFlips a Boolean variable between true and false
- Set a valueTo the value you type
Reset variables
Returns every variable changed during playback to the value saved in the Variables panel. Use it to start a quiz over from the beginning.
Conditions
Choose Add condition from the ⋯ More button at the end of the open row, and a condition goes after the trigger. The actions run only when the condition is met. If it isn’t, the sentence is skipped. When a sentence triggered by a click is skipped, the click passes on to the sentences of the frame that holds the object and of the scene. If no sentence takes it, the presentation screen and play links move on as if you clicked an empty spot. Preview doesn’t move on, so also write what to do when the condition isn’t met, as a sentence with the opposite condition. Add condition works only when there’s a variable you made or a frame state.
Variable conditions
Choose a variable, and the condition is added as equal to its current value, like “if score = 0”, with the value ready to type. Type the value and press ↩. A Boolean variable doesn’t open a field: each click on the value switches it between true and false. Click the “=” word to choose another comparison symbol. Number has = · ≠ · < · ≤ · > · ≥, Boolean has = · ≠, and String and Color have = · ≠ · contains.
State conditions
Runs only when a frame is in a certain state. In a sentence on a frame or on an object inside it, that frame’s states show right away, like “if in open”. Other frames’ states are under Other states. To open and close with the same button by turns, give two sentences different state conditions.
Several conditions
With several conditions on one sentence, all of them must be met for it to run. To run when either one is met, make another copy of the sentence with ⋯ › Duplicate, then click the condition word in the copy and change only the condition. If both conditions are met at once, both sentences run, and the actions happen twice. In the preview log, sentences skipped because of a condition show dimmed, with the values at that moment (Edit and preview).
Updated 10/14/2026 · The videos on this page were recorded in the current editor.