> For the complete documentation index, see [llms.txt](https://docs.overdare.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.overdare.com/manual/studio-manual/game-development/actionsequence.md).

# ActionSequence

## Overview

<figure><img src="/files/sxitGi2xatDxDe7BxX7z" alt=""><figcaption></figcaption></figure>

ActionSequence is **OVERDARE’s core direction system** that allows you to compose animation, effects, cameras, and more into a single action in an integrated timeline. Frequently used in-game effects and script execution timing can be **visually structured** within a timeline-based editing environment.

Within a single sequence, you can control the following elements together:

* Play hit effects in sync with attack animations
* Play sounds at specific timings
* Apply camera shake at the moment of impact
* Apply damage to targets within the attack range
* Trigger script events at specific frames
* Set movement restrictions or parry windows during attacks

ActionSequence provides an editing environment where these effects and script execution timings can be **precisely controlled over time**. This allows you to, for example, play an effect after a delay following an attack, or add camera direction afterward—**all without relying on scripts, but instead directly reviewing and editing them on the timeline**.

This approach enables you to build **action direction** intuitively and instantly verify the results, providing an **efficient production workflow**.

## Key Features

### Timeline-based visual editing

<figure><img src="/files/JXqgf5Vv6SL1CjpHdlqf" alt=""><figcaption></figcaption></figure>

ActionSequence provides a **timeline-based editing environment** where animations, effects, sounds, and camera directions can be visually arranged and adjusted in chronological order.

This allows you to **edit direction timing intuitively without using scripts**.

### Support for various direction elements

<figure><img src="/files/wsvnoIiuV6DnhNW4JGg9" alt=""><figcaption></figcaption></figure>

ActionSequence supports not only animations, sounds, camera direction, and effects, but also **collision shapes for attack detection**, allowing both **direction and gameplay logic** to be composed within a single timeline.

### Integration with gameplay logic

<figure><img src="/files/mcE6vae8pFDG7OgqwArw" alt=""><figcaption></figcaption></figure>

ActionSequence provides **event tracks** and **trigger tracks**, enabling script logic to be executed at specific points on the timeline. This allows direction and gameplay logic to be naturally connected.

### Optimized for multiplayer environments

<figure><img src="/files/AY6dy4x2MdhlWaD41deE" alt=""><figcaption></figcaption></figure>

ActionSequence is designed to **operate reliably in networked environments**.

**Sequence execution begins on the server**, while the **actual direction is played on each client**. The server synchronizes the overall progression based on the sequence execution timing, and any **time differences between clients are automatically corrected**.

Additionally, to ensure gameplay consistency, **core logic such as attack collision detection is processed on the server**.

## ActionSequence Creation Workflow

<table><thead><tr><th width="82.3333740234375">Step</th><th width="336.6666259765625">Process</th><th>Image</th></tr></thead><tbody><tr><td>1</td><td>Create an ActionSequence instance</td><td><img src="/files/mYGVl0rSg9MY67IMEogC" alt="" data-size="original"></td></tr><tr><td>2</td><td>Open the ActionSequence editor</td><td><img src="/files/6PRWeISuzlnxjU5Gukia" alt="" data-size="original"></td></tr><tr><td>3</td><td>Add tracks</td><td><img src="/files/xwRpU9Z07u3kCaoChfGh" alt="" data-size="original"></td></tr><tr><td>4</td><td>Edit the timeline</td><td><img src="/files/Li20F2bV3TkrguhuDwQe" alt="" data-size="original"></td></tr><tr><td>5</td><td>Preview the direction</td><td><img src="/files/RzNJq0XON0M3j1qqgNVp" alt="" data-size="original"></td></tr><tr><td>7</td><td>Connect script events</td><td><img src="/files/mcE6vae8pFDG7OgqwArw" alt="" data-size="original"></td></tr><tr><td>8</td><td>Run in-game</td><td><img src="/files/vG2WjZQRw19CmjBAWGyn" alt=""></td></tr></tbody></table>

## Get Started

{% content-ref url="/pages/kjBNUL1BzxE9UzHmmynu" %}
[Creating ActionSequences](/manual/studio-manual/game-development/actionsequence/creating-actionsequences.md)
{% endcontent-ref %}

## Learn More

{% content-ref url="/pages/3qMWSU0xlVP6sJtvhNNE" %}
[Interface](/manual/studio-manual/game-development/actionsequence/actionsequence-interface.md)
{% endcontent-ref %}

{% content-ref url="/pages/JmG0yyoruaZcroZ2XWRC" %}
[Preset](/manual/studio-manual/game-development/actionsequence/actionsequence-preset.md)
{% endcontent-ref %}

{% content-ref url="/pages/RPRPR3s5FTaz7vkVpbsV" %}
[Principle of Operation](/manual/studio-manual/game-development/actionsequence/actionsequence-mechanism.md)
{% endcontent-ref %}

{% content-ref url="/pages/6dU7S750HQmRZYGyP8Rz" %}
[Track Types](/manual/studio-manual/game-development/actionsequence/actionsequence-track-types.md)
{% endcontent-ref %}

{% content-ref url="/pages/gnogIOuaAA9t0jRSmVYE" %}
[Running ActionSequences](/manual/studio-manual/game-development/actionsequence/running-actionsequences.md)
{% endcontent-ref %}
