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Joystick ​

A joystick turns a position into time: move its handle, and a timeline plays to the matching moment. Two axes, two timelines — a head that turns left and right and looks up and down.

Choose Joystick from the bolt tool group. It appears on the stage as a square with a handle, and on the Hierarchy. It is never drawn in the graphic.

The Joystick section: size, the X and Y axes with their timelines, Handle Source, and how the value works

Set it up ​

  1. Make the timelines first, in Animate mode: say Look left-right, keyed from looking fully left at its start to fully right at its end.
  2. Select the joystick and pick that timeline for X Axis. Until an axis has a timeline, the panel warns: "Pick a timeline for X or Y — until then this joystick moves nothing."
  3. Drag the handle on the stage. The timeline follows.

Its rows ​

RowWhat it does
Width, HeightThe size of the square the handle travels in
X Axis, Y AxisThe timeline each direction drives, or None
Handle X, Handle YWhere the handle is, from -100% to 100%. -100% is the timeline's start, 0 its middle, 100% its end. Each can be keyed or bound
Invert X, Invert YFlip which end it reaches: the handle's left drives the timeline's end
Handle SourceAn object whose position is the handle. Pick it here or with the target button beside it. With a source, Handle X / Y become read-only and say where the value comes from; move the source, not the handle

The note under the rows says the same in a sentence: "The value runs -1 to 1 and scrubs the whole timeline…"

Something the viewer drags

Give the joystick a handle source, and the joystick follows wherever that object goes — including where a viewer drags it, when a listener with an Align Target action moves it to the pointer.

See also ​

airZ Editor manual