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Sequence and Timeline

Compose sequential and parallel actions without nesting timer callbacks.

Feature status and language/platform compatibility

Choose an API to see its signature, parameters, examples and behavior.

APIs

Module guide

Setup and language support

These engine-owned services work in Lua 5.4, Luau, JavaScript, Python, C, C++, C#, Java, PHP, and HTML inline JavaScript. Follow Use gameplay actions to create and attach a script, install external toolchains, and choose the correct language binding. PHP and HTML scripts belong under ui/; CSS alone runs no gameplay code.

The Calls section uses JavaScript signatures. The function examples below include native syntax for all ten script types, including SDK-specific alternatives and limitations. Attach a JavaScript Object Component script to the specified target and press Play. Globals are supplied by the engine. Schedule actions from Start or a callback, rather than at script top level. Native languages use typed options and their own builder conventions; see the guide's language bindings.

Parameters

Wait takes finite non-negative seconds. Parallel takes an array of sequence builders. Motion and clip parameters match Tween and Animation. Call takes a short callback. Native construction is Sequence.create() in C/C++/Java/PHP and Sequence.New() in C#; Java waits with waitFor.

Return and timing

Builder methods return the builder; play schedules its action tree and returns a single operation handle. Parallel steps wait for their longest branch. Leftover frame time continues into subsequent steps.

Behavior and limitations

  • An anchored Part opens in one second, holds for two, closes in one second and prints closed.
  • Child tweens capture starting values when reached, after previous actions have run. Timeline is an alias of Sequence.
  • Build a fresh sequence for each playback when callbacks are present; replaying callback tokens is unsupported.
  • Empty sequences are rejected. Trees are limited to 4096 nodes and depth 32. Reverse is unsupported on sequence/parallel handles.
  • C builder storage requires Sequence.destroy after scheduling; playback owns a copy of the action data.
  • Check script attachment, enabled state and the Console when an operation fails. Asynchronous errors also appear in operation state. Callback exceptions disable the owner and clean up its actions.
  • Owner destruction, disable, successful reload or Stop cleans up owned actions and subscriptions. Failed reload retains the previous behavior's operations. See Operation handles for controls and lifetime details.