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Actions allow you to control and manipulate media, elements, and data in a scene. For example, you can add actions to play a media asset, set a trigger, add value to a counter, show or hide an element. Depending on your settings, actions can occur at specific events. You can add actions to individual scenes or gestures. For details, see Actions.
A scene that typically follows a loop scene and shows the results of the user interaction. For details, see Working with Scenes. See also the Kingdoms of Solitaire tutorial.
Angle Mode (Gesture)
The Angle Mode enables a compass view over the bounding box of the selected gesture. Using the hands of the compass, you can define a sector area within which the user can swipe at an angle, for example, diagonally. For details, see Angle Mode.
Button is an element in Studio that you can use as a special kind of tap gesture with predefined functionality. There are six types of Buttons—Go to Scene, App Store, Replay, Close, Open URL, and Android Share Button—which you can drag from the Elements panel to the canvas and define their properties accordingly. See also Add Buttons and URLs.
Container is a special invisible element in Studio that allows you to group other elements and treat them as a single layer in Canvas View. A Container provides a bounding box for the elements within it, for example, when you resize a Container, all its elements get resized. You can also use Containers to set background colors. For details, see Containers.
CTA (Call to Action)
It’s is a marketing term that refers to the next step viewers should take, such as Play Now or Install Now. In Studio, a CTA is presented with a CTA button, which typically consists of a distinct image and an App Store URL combined together inside a Container element. It is a best practice to add a CTA button to every scene in a demo, except splash screen and end card. End cards typically have a more prominent embedded CTA as part of their video assets. See also Add Buttons and URLs.
Conditional is a statement that you can add to an action in Studio to define conditional logic, for example, using triggers and/or counters. For transitions, you can also specify timing events to make transitions take place before or after a certain period of time (in seconds) elapses. For settings, see Conditionals in Action Menus.
See Logic-Only scene.
Counters allow you to store numeric variable data, such as game score, currency, scene IDs, during the execution of your demo. You can then use actions to manipulate the stored counter values, for example, to display them on the screen, use them to move to specific scenes, or set conditionals for actions and transitions in your demo. For details and examples, see Counters.
See Angle Mode.
Elements allow you to add areas with predefined functionality on the screen, such as gestures. When added to a scene, elements get organized as layers, and you can define their settings through the respective Properties panels. For details, For details, see Elements and Layers.
An end card is the last scene in a linear, “on-rails” demo. In demos with alternative flows, each flow should have an end card of its own. An end card contains a prominent creative that encourages the user to take a specific action, referred to a call to action (CTA), for example, to explore the advertiser’s content or install an app. In Studio, each end card must be set as an End Scene in its Properties panel.
Event is a setting that controls when the action should occur in the demo. For each action in the Events & Actions panel, there are three event settings—On Enter, At Time, and On Exit. For details, see Action Settings. Transitions have two events—After Video and By Counter—that you can set in the Transition Action Menu.
Gestures are invisible layers added to a scene that indicate where on the screen the user is required to perform a specific type of interaction, such as tapping, swiping, and so on. Typically, all user interactions in a demo are immediately followed by a transition to another scene and/or an action. For details, see Gestures. See also Elements and Layers.
When added to a scene, all elements and images appear on the screen layered over the background video. Some layers are visible in the demo, while others aren’t. In Canvas View, all layers appear as bounding boxes with no visible content other than images or text. It is helpful to think of layers as transparent sheets, often of different sizes, stacked on top of each other. The user can interact only with the top (frontmost) layers on the screen. For details, see Elements and Layers.
Login-Only are “backstage control scenes” that define advanced transition logic in your demo. They do not appear on the screen and should not contain any assets or interactive elements. Instead, they typically include actions and events that are all executed at once when the specified conditions are met. For details, see Logic-Only Scenes.
A scene that plays continuously until the user interacts with the demo by using a gesture. It is typically followed by an action scene that shows the results of the user interaction. For details, see Working with Scenes. See also the Kingdoms of Solitaire tutorial.
See Path Mode.
On-rails is a gaming term that refers to a demo that is linear in design, with no alternative transition flows. In this kind of demo, the user has no choice but to advance using the predefined transition sequence to the end card. See the tutorial for an example of an on-rails demo.
Path is a visualized sequence of the scenes in the demo, which is displayed in Path View. Studio automatically builds a path as you add scenes, transitions, and gestures to your project. It is a good practice to check your demo path regularly to ensure that your transition flow is created as intended. For troubleshooting tips, see Check Path View.
Path Mode (Gesture)
The Path Mode lets you create a multi-directional swipe with a series of predefined stop points, transitioning to different scenes until the user lifts the finger. For details, see Path Mode.
See Studio App.
A percentage value used to randomize transitions. For details, see Randomized Transitions.
In Studio, a scene is a segment of a demo that represents or controls a single sequence or action that the user experiences during the demo. Collectively, they provide structure and unity to your demo and determine its flow. For details, see Scenes.
Stands for “Sound Effects.” May be used occasionally when space is limited to refer to sound effect audio files.
A splash screen is a creative that typically includes a video asset with a logo, an app name, and/or a demo title. In Studio, it should be the first scene that appears when a demo starts. This is the scene where you typically add background music for the demo. There can be only one splash screen in a demo. You must also set it as a First Scene in its Properties panel.
A storyboard is a series of panels that present a scenario, which walks a hypothetical user through an app or game experience from start to finish. See also Storyboards.
Timecode is a series of numbers that display the current position in the video or its total length in the MM:SS:FF (Minutes:Seconds:Frames) format. The first two numbers (MM:SS) are the same as the normal clock, while the last (FF) value indicates the number of video frames since the last second. In Studio, timecode is displayed above the timeline at the bottom of Canvas View.
A transition provides the logic for moving from one scene to another in a demo. Transitions can occur automatically, when certain conditions are met, or as a result of the user interacting with the demo though a gesture. You can view and define the desired transition logic through the Events & Action panel or the gesture Properties panel. For details, see Transitions and Advanced Transitions. See also Triggers and Counters.
A trigger allows you to perform logic, typically during a transition, when certain conditions are met. Triggers are activated through gestures that the user performs during the demo. Instead of following a pre-defined transition sequence and moving to the pre-selected next scene, triggers perform transitional logic using alternative flows, thus providing more variable outcomes, including randomizing transitions. For details and examples, see Triggers.
Unit is the final output that you create with Studio, for example, an interactive app demo. In marketing, it’s an ad creative that your audience will see and interact with. You may create several demo units from the same project.