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Issues with Duration and Looping

  • July 3, 2026
  • 4 replies
  • 130 views

Antonio Bellota
  • Playback behavior can’t be controlled from the component. There is currently no way to configure an animation to play only once and remain on its final keyframe instead of looping or resetting.

  • The playback duration of an animated component nested inside another frame depends on the parent’s timeline. If another animation within the parent frame has a longer duration, the nested component must wait until the parent’s entire animation cycle is complete before it can play again. This makes it impossible for nested animations to run independently.

    Some possible solutions 🤗 ✅
     

  • Allow loop behavior to be configured at the component level. Add options such as Play onceLoop, and Stay on the last keyframe so the playback behavior can be controlled independently for each animated component.
  • Decouple nested component timelines from their parent timeline. Allow animated components inside other frames to run on their own playback cycle, regardless of the parent’s duration, so each animation can loop or restart independently.

4 replies

Iris Hofman
  • New Participant
  • July 3, 2026

What exactly is the difference between Play once and Stay on the last keyframe. Playing once will stay on the last keyframe when the animation is done?

Playback behavior can be controlled from the component but it is not working at the moment from what I know. I have already written out a bug report.


Jonathan_Ellis

I’m finding the same issue. I’m trying to make an animated loading spinner component that doesn’t pause before it repeats simply because the parent timeline is longer than the component timeline.
 

 


Chunz
  • New Member
  • July 7, 2026

What exactly is the difference between Play once and Stay on the last keyframe. Playing once will stay on the last keyframe when the animation is done?

Playback behavior can be controlled from the component but it is not working at the moment from what I know. I have already written out a bug report.

The difference in animation behavior for the system. With “Play Once,” the animation completes fully, is unloaded from memory, and either returns the object to its original state or hides it when the scene is refreshed. With “Stay on Last Keyframe,” the animation does not end; instead, it keeps the final frame active indefinitely, firmly locking the object in that position for further interaction or playback in reverse.


Chunz
  • New Member
  • July 10, 2026

What exactly is the difference between Play once and Stay on the last keyframe. Playing once will stay on the last keyframe when the animation is done?

Playback behavior can be controlled from the component but it is not working at the moment from what I know. I have already written out a bug report.

The difference in animation behavior for the system. With “Play Once,” the animation completes fully, is unloaded from memory, and either returns the object to its original state or hides it when the scene is refreshed. With “Stay on Last Keyframe,” the animation does not end; instead, it keeps the final frame active indefinitely, firmly locking the object in that position for further interaction or playback in reverse. Just as proper animation setup keeps all the key elements in their proper places, a structured approach to information helps keep everything organized in real life. A clear example of this was my recent search for a reliable gaming platform. After reading the Slothunter casino review on the website https://Interacasino.com, I finally had a clearer view of what to check before deciding whether the casino suited me. I had been looking for information on bonuses, games, payment options, and general trust signals, but the details were spread across different places. The review put those points together in one page. I would still read the casino’s own terms, but it helped me know what mattered.

“Play Once” completely finishes and unloads the animation from memory, resetting the object to its initial state or hiding it when the scene is refreshed. “Stay on Last Keyframe” keeps the animation active in memory, freezing the object in its final position for subsequent interaction or rewind.