Process Nodes
Start, Task, Wait, Condition, End — the sequence-flow chain
Process Nodes
Process nodes build a Start → Task → Wait → ... → End sequence-flow chain, layered on top of the ordinary content graph (see Two independent kinds of edges). Use a chain instead of the simpler Event+Timer→Scene pattern when you need precise, multi-step timing — showing one element, waiting, updating it, waiting again, hiding it — rather than one flat show/hide window.
Start
The entry point. Wire a trigger into its own Event socket to pick what arms the whole sequence — an Event node (a real alert), or an Audio Player/Roulette/Random source's own Event output (arms on track change / round start / roll commit instead). A Sound or Background FX node wired here fires once at the very start. Its plain output is the first sequence-flow edge, into a Task or Wait.
Task
One step: shows, hides, or updates exactly one component.
- Target socket — the Text/Image/Shape/Group/Video/Progress Bar/Roulette Widget this step acts on.
- Action — Show, Hide, or Update.
- Transform / Style sockets (a narrower version of the usual grouping — no Hide, since visibility is already this step's own Action; no Overflow/Spacing, which are build-time-only) — modifiers that apply at the moment this step fires, layered on top of the target's own base modifiers.
- Sound socket — a one-shot cue for this specific step (distinct from Start's own Sound, which fires once at the very beginning). A sound needs a Target wired even for an otherwise-inert Update step, since that's what anchors the cue to this moment in the sequence.
An Animation wired into a Show/Hide Task plays as that step's entrance/exit; on an Update step it's ignored (Update only ever changes Position/Size/Transform without touching visibility).
Wait
A pause in the sequence — the delay (ms) between the previous step and the next. A process can have as many Wait nodes as it needs, each with its own delay.
Condition
Branches the sequence in two, based on the triggering alert's own fields — the same {user}/{amount}/{message}/{source} vocabulary a Text placeholder already reads.
- Field — Username, Amount, Message, or Platform.
- Is — the comparison operator. Amount offers numeric operators (
=,≠,>,≥,<,≤); the rest offer=,≠,contains(case-insensitive). - Value — a platform picker for the Platform field, free text otherwise.
- Then / Else outputs — wire the next step to take for each branch.
Only meaningful for a process armed by a real Event — one armed by Audio Player/Roulette/Random has no alert to check against, so it always takes Else, same as a field simply absent from a particular alert (e.g. Amount on a plain follow).
End
The exit point. Reaching it (via sequence flow from the last Task/Wait) tears the whole scene down — Background FX/Sound stop, and every Task-controlled component clears. No fields of its own. Not connecting an End at all still works — the chain is just walked until it runs out of steps.