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The Problem: If I have a camera flying through a scene, I often need world events to happen in perfect sync (e.g., a door opening, particles spawning, or lightning striking). Currently, syncing these events to a moving camera requires complex math and tick-delay calculations.
The Solution: Add an "Event Track" to the Camera Sequencer (requested separately).
Function: Allow us to place "Command Keyframes" on the timeline.
Preview: Ideally, scrubbing the timeline would trigger these events so we can preview the timing in the editor without running the full game simulation.
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The Problem: If I have a camera flying through a scene, I often need world events to happen in perfect sync (e.g., a door opening, particles spawning, or lightning striking). Currently, syncing these events to a moving camera requires complex math and tick-delay calculations.
The Solution: Add an "Event Track" to the Camera Sequencer (requested separately).
Function: Allow us to place "Command Keyframes" on the timeline.
Usage: "At 5.0 seconds (Frame 300), execute /setblock ... or /particle ...".
Preview: Ideally, scrubbing the timeline would trigger these events so we can preview the timing in the editor without running the full game simulation.
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