# Response Event

## 📒<mark style="color:blue;">Use of Response Events</mark>

### 1.Adding Response Event

1）After adding a trigger event, click the "Add response event" button.

2）Click "Select response event" to open the response event type options.

3）Based on the gameplay and asset requirements, select the appropriate response event for configuration.&#x20;

<mark style="color:red;">Note: The response event type options only display assets/animations added in the current scene.</mark>For example, if no animations are set in Scene 1, the response events related to animations will not be displayed when selecting response event types.

<div align="left"><figure><img src="/files/PKAhIM1RABZ10wQJZZqT" alt=""><figcaption></figcaption></figure></div>

### 2.Editing/Replacing Response Event

Clicking the icon button allows you to edit or replace the already added response events.

<div align="left"><figure><img src="/files/a4noDKnKWpNZpg7i6YVV" alt=""><figcaption></figcaption></figure></div>

### 3.Deleting Response Event

Clicking the icon button allows you to delete the current response event.

<div align="left"><figure><img src="/files/QkMExVtfRYq1Dzziw5pF" alt=""><figcaption></figcaption></figure></div>

### 4.Filtering Response Event

When you have a large number of response events in your project, you can use the filtering function to quickly find and modify the target response events.

1）Click the icon button to open the response event filtering window.

2）Check the desired response event categories and click "Apply."

3）To revert back to displaying all response events, click "Clear all."

<div align="left"><figure><img src="/files/e85Xe64pWA9ghE7tWNEp" alt=""><figcaption></figcaption></figure></div>

## 📒<mark style="color:blue;">Classification of Response Events</mark> <a href="#classification-of-trigger-events" id="classification-of-trigger-events"></a>

Response events include 13 types:\[Redirection and postback], \[Layer], \[Timer], \[Event], \[Others], \[Sound Effects], \[Video], \[BGM],\[Single Animation], \[All Animations], \[Sequence], \[DragonBone]and \[Particles].

<table data-full-width="false"><thead><tr><th width="240">Image</th><th width="159">Response Event</th><th>Response Events Included</th></tr></thead><tbody><tr><td><img src="/files/X17CnmuNVcVASBZMmr2x" alt=""></td><td><strong>Redirection and postback</strong></td><td><p>Redirect to the specified scene</p><p>Redirect to the next scene</p><p>Redirect to app store</p><p>Report the end of the playable ads</p><p>Set Tracking Event</p></td></tr><tr><td><img src="/files/PQfBR0Qs5e6hi9ixqRg9" alt=""></td><td><strong>Layer</strong></td><td><p>Set location</p><p>Set scale</p><p>Set rotation</p><p>Set width</p><p>Set height</p><p>Show/hide layer</p><p>Set transparency</p><p>Set color</p></td></tr><tr><td><img src="/files/oTQEzE70rjCxegyLyaXT" alt=""></td><td><strong>Timer</strong></td><td><p>Execution delay</p><p>Cancel execution delay</p></td></tr><tr><td><img src="/files/2P1hG8BrRsfC8HX4GJR1" alt=""></td><td><strong>Event</strong></td><td><p>Enable events</p><p>Disable events</p></td></tr><tr><td><img src="/files/OFiV8HVncIR5fbXDtCRp" alt=""></td><td><strong>Others</strong></td><td><p>Screen jitter</p><p>Assign the value</p><p>Retry Playable</p></td></tr><tr><td><img src="/files/JHL05vSxtkpnUeQZWUnR" alt="" data-size="original"></td><td><strong>Single Animation</strong></td><td><p>Play a single animation</p><p>Pause a single animation</p><p>Continue playing a single animation</p><p>Reset single animation</p></td></tr><tr><td><img src="/files/ix6USvwZCfVPdtp5zA1F" alt="" data-size="original"></td><td><strong>All Animations</strong></td><td><p>Play all group animations</p><p>Pause all group animations</p><p>Resume group animations</p><p>Play all animations from the beginning</p><p>Resume all animations </p><p>Pause all animations</p><p>Reset all animations</p></td></tr><tr><td><img src="/files/sLQRb5JjRWkrH5NnMboU" alt=""></td><td><strong>Particles</strong></td><td><p>Display particle effect</p><p>Pause particle effect</p><p>Turn off particle effect</p><p>Particle color</p></td></tr><tr><td><img src="/files/glf9Dh2xNwF8f5V5RfYe" alt="" data-size="original"></td><td><strong>Sequence</strong></td><td><p>Play sequence frame</p><p>Pause Sequenc</p></td></tr><tr><td><img src="/files/yYbmzclIIxsEj1AZGDB6" alt="" data-size="original"></td><td><strong>DragonBone</strong></td><td><p>Play DragonBone</p><p>Pause DragonBone</p></td></tr><tr><td><img src="/files/yppRi1bzi02PsLz8tmVi" alt=""></td><td><strong>Video</strong></td><td><p>Play video from the beginning</p><p>Continue playing video</p><p>Pause the video</p></td></tr><tr><td><img src="/files/TT299mESlybeDbDtIXb8" alt="" data-size="original"></td><td><strong>Sound Effects</strong></td><td><p>Play sound</p><p>Continue playing sound</p><p>Pause sound</p></td></tr><tr><td><img src="/files/Oy0ywkLUlc5YgIxuyO1a" alt="" data-size="original"></td><td><strong>BGM</strong></td><td><p>Play background music from the beginning</p><p>Continue playing background music</p><p>Pause the background music</p></td></tr></tbody></table>

### 1.**Redirection and postback**

1）**Redirect to the specified scene：**&#x53;elect the target scene for redirection.

2）**Redirect to the next scene：**&#x52;edirect to the scene based on the order in the left scene area.

3）<mark style="color:red;">**Redirect to app store**</mark>**：**&#x54;his is a necessary event that must be set for each project.  Depending on the creative needs, this response event should be added at the appropriate moment to ensure that the playable material can successfully redirect to the product store page after being deployed.

4）<mark style="color:red;">**Report the end of the playable ads**</mark>**：**&#x4F;nce set, this event will report playable ads completion when the trigger event it is associated with occurs. It is typically set on the last interaction step (this setting is mandatory for Mintegral and Vungle channels).

👉Related content:  [WORK CREATION-IMPORTANT NOTICE⚠️](/playable-tools-content-editor/work-creation-important-notice.md)

<div align="left"><figure><img src="/files/J0U9kghvtHnG5iBPkVbE" alt=""><figcaption></figcaption></figure></div>

5）**Set Tracking Event：**&#x53;elect a Tracking ID and edit the tracking name.&#x20;

<mark style="color:red;">Note: The maximum limit for tracking IDs is 15, but multiple tracking events can be set under the same ID with the same tracking name. Modifying one will automatically modify others with the same ID.</mark>

#### <mark style="background-color:red;">**\*How to add custom tracking?**</mark>&#x20;

<mark style="background-color:red;">When adding a response event "Set Tracking Event" for a trigger event, this response event serves as a "custom tracking." Users can add multiple "custom trackings" based on their creative needs and materials.</mark>

*For example, to add an event "Press" on the download button group - add response event "Set Tracking Event" - select the tracking ID as 1 - edit the tracking name as "Player Pressed Download Button." This way, a custom tracking is successfully added.*

👉Related content:    [Tracking Explanation](/creative-insights/creative-insights-essential-knowledge/tracking-explanation.md)  [Quick Positioning](/playable-tools-content-editor/content-editor-user-guide/editing-page-module-intro/work-preview-area/quick-positioning.md)

<div align="left"><figure><img src="/files/E7kuMc0YhH0aZNY1ZKE8" alt=""><figcaption></figcaption></figure></div>

### 2.Layer

1）**Set location/Set scale/Set rotation/Set width/Set height/Set transparency/Set color:**  After selecting the corresponding event, continue by selecting the response object and adjusting the corresponding parameters.&#x20;

Note: We generally recommend not using the "Set location" response event because it represents the layer's "absolute position," which is a fixed value and does not automatically adapt to changes in screen orientation or different device models. This may lead to misalignment of layers on some devices. We suggest using "Show/hide layer" to achieve similar effects.

👉Related content:   [/pages/9WLWf87yQemaLEMZgGwb#id-3.issues-related-to-drag-type-events](https://doc.playturbo.com/playable-tools-content-editor/content-editor-user-guide/editing-page-module-intro/parameter-setting-area/event-common-parameters/pages/9WLWf87yQemaLEMZgGwb#id-3.issues-related-to-drag-type-events "mention")

<div align="left"><figure><img src="/files/LsxUwTjnRAWgSGgRgDLO" alt=""><figcaption></figcaption></figure></div>

2）**Show/hide layer:** After selecting the event, continue by selecting the response object and its "show/hide" status.&#x20;

For example, if you want to hide the guide finger when the player presses the screen, you can use this response event to hide the guide.

<div align="left"><figure><img src="/files/ct6mBhkJrpW4GIQNyXEx" alt=""><figcaption></figcaption></figure></div>

### 3.Timer

1）**Execution delay:** Set the "delay time," which defaults to 0s.

2）**Cancel execution delay:** Select the timer ID to cancel, which corresponds to the timer name edited when setting the "execution delay."

<div align="left"><figure><img src="/files/eNtqSZKLI7m1bVi8KsVf" alt=""><figcaption></figcaption></figure></div>

### 4.Event

After setting an event, it is enabled by default.

1）**Disable events:** Select the event from the added events, and the selected event will be disabled and no longer take effect.

2）**Enable events:** Re-enable a previously disabled event.

<div align="left"><figure><img src="/files/dfA28h8J6BL1laUbv4uJ" alt=""><figcaption></figcaption></figure></div>

### 5.Others

1）**Screen jitter:** It creates a screen vibration effect, typically used as feedback for player errors or game failures.&#x20;

After selecting this option, edit the duration of the screen shake,  jitter frequency, and maximum jitter distance.

<div align="left"><figure><img src="/files/HYFfMPWR9TVeUYRvdrok" alt=""><figcaption></figcaption></figure></div>

2）**Assign the value:**  Select the corresponding global variable, mathematical operation, or operand.

<mark style="color:red;">Note: This response event needs to be based on already added Global Variables and used in conjunction with "Condition"</mark> (refer to the specific usage in the [Global Variables](/playable-tools-content-editor/content-editor-user-guide/editing-page-module-intro/top-asset-library/global-variables.md) feature introduction document).

<div align="left"><figure><img src="/files/ovYVzmT24ZrQegeyhA11" alt=""><figcaption></figcaption></figure></div>

3）**Retry Playable:** When triggered, it restarts the trial playthrough from the beginning.

<div align="left"><figure><img src="/files/PDIemHsM5gDGMdfdu6S4" alt=""><figcaption></figcaption></figure></div>

### 6.**Single Animation**

When a layer has multiple animations added, this response event can be used to control the playback of individual animations.

1）**Play a single animation:** Select the response object and the specific animation to play.

2）**Pause a single animation:** Select the response object and the specific animation to pause.

3）**Continue playing a single animation:** Select the response object and the specific animation to resume.

4）**Reset single animation:** Select the response object and the specific animation to resume.

<div align="left"><figure><img src="/files/tJKESaQa077cSKH0Zjr2" alt=""><figcaption></figcaption></figure></div>

### 7.All Animations

When a layer has one or more animations added, and these animations are intended to achieve the same effect that can be controlled collectively, this response event can be used to control the playback of all animations on that layer.

1）**Play all group animations:** Select the response object (layer) to play all animations of <mark style="color:orange;">that layer</mark> and <mark style="color:orange;">all layers within its group</mark>.

2）**Pause all group animations:** Select the response object (layer) to pause all animations of that layer and all layers within its group.

3）**Resume group animations:** Select the response object (layer) to continue playing all animations of that layer and all layers within its group.

4）**Play all animations from the beginning:** Select the response object (layer) to play all animations of <mark style="color:orange;">that layer</mark>.

5）**Resume all animations :** Select the response object (layer) to continue playing all animations of that layer.

6）**Pause all animations:** Select the response object (layer) to pause all animations of that layer.

7）**Reset all animations:** Select the response object (layer) to return all animations of <mark style="color:orange;">that layer</mark> to their initial state.

<div align="left"><figure><img src="/files/kBBriUYVgwe8W5pJ3pvn" alt=""><figcaption></figcaption></figure></div>

### 8.Particles

1）**Display particle effect:** Simply select the response object.

2）**Pause particle effect:** Simply select the response object.

3）**Turn off particle effect:** Simply select the response object.

4）**Particle color:** After selecting the response object, click on the color block icon to choose the particle birth color.&#x20;

<div align="left"><figure><img src="/files/abtdnBK49nv67LUOLp3y" alt=""><figcaption></figcaption></figure></div>

**Note:** After adding a particle effect, the default parameter is set to "Auto Play Once." To modify it, select the particle effect layer and adjust the parameters in the right-side parameter area.

<div align="left"><figure><img src="/files/NnZMkhStyxUcfXzRiOFq" alt=""><figcaption></figcaption></figure></div>

### 9.**Sequence**

1）**Play sequence frame:** Select the response object, choose whether to loop the sequence, set the number of times to play, enable play back and forth, and decide whether to hide the sequence after it finishes playing.&#x20;

<mark style="color:red;">Note: " Play back and forth" means playing the sequence forward once and then playing it in reverse once, which counts as one cycle. Play back and forth is only available when the "Cycles" is greater than 1.</mark>

<div align="left"><figure><img src="/files/Yqe2mTQKZNCAdNCiKt8a" alt=""><figcaption></figcaption></figure></div>

2）**Pause Sequenc:** Simply select the response object to pause.

<div align="left"><figure><img src="/files/VZThTsstDa8LmGAcS9rF" alt=""><figcaption></figcaption></figure></div>

Note: After adding a sequence, the default parameter is set to "Auto and Loop Play." To modify it, select the sequence layer and adjust the parameters in the right-side parameter area.

<div align="left"><figure><img src="/files/SzHrbaRbm3fgGjbFl1AK" alt=""><figcaption></figcaption></figure></div>

### 10.DragonBone

1）**Play DragonBone:** Select the response object, specify the animation name, choose whether to loop the animation, and set the playback speed.

<div align="left"><figure><img src="/files/tWN2L37GSeJKKmWX6Lx2" alt=""><figcaption></figcaption></figure></div>

2）**Pause DragonBone:** Simply select the response object to pause.

<div align="left"><figure><img src="/files/blToUm8HinhyE8DQJcdy" alt=""><figcaption></figcaption></figure></div>

Note: After adding a DragonBone asset, the default parameters are "Auto Play" and "Playback Speed: 1s." To modify them, select the DragonBone layer and adjust the parameters in the right-side parameter area.

<div align="left"><figure><img src="/files/rZvpSBmV3EzHuZyD9UYV" alt=""><figcaption></figcaption></figure></div>

### 11.Video

1）**Play video from the beginning:** Select the response object, set the number of times to play, choose whether to loop the video, and decide whether to keep the last frame of the video after it finishes playing.

<div align="left"><figure><img src="/files/g567VGWNwrniYQaJDte0" alt=""><figcaption></figcaption></figure></div>

2）**Continue playing video:** Simply select the response object.

3）**Pause the video:** Simply select the response object.

<div align="left"><figure><img src="/files/3K8JXMXq20Fw5wl3Iir6" alt=""><figcaption></figcaption></figure></div>

Note: After adding a video asset, the default parameters are "Auto Play 1 Time" and "Keep Last Frame." To modify them, select the video layer and adjust the parameters in the right-side parameter area.

<div align="left"><figure><img src="/files/sMvXU46NrZupw7dbTwmw" alt=""><figcaption></figcaption></figure></div>

### 12.Audio

1）**Play sound:** Select the response object, choose whether to loop the audio, and set the number of times to play.

<div align="left"><figure><img src="/files/PrK43NwodaNDKdO16AbS" alt=""><figcaption></figcaption></figure></div>

2）**Continue playing sound:** Simply select the response object.

3）**Pause sound:** Select the response object and decide whether to pause all sound effects in the current scene after pausing the audio.

<div align="left"><figure><img src="/files/fgRwxVvNCpR14P4OLqZ9" alt=""><figcaption></figcaption></figure></div>

Note: After adding an audio asset, the default parameter is "Do Not Auto Play." To modify it, select the audio layer and adjust the parameters in the right-side parameter area.

<div align="left"><figure><img src="/files/ax4Fybz7kmRbtI7sL9AT" alt=""><figcaption></figcaption></figure></div>

### 13.BGM

1）**Play background music from the beginning**

2）**Continue playing background music**

3）**Pause the background music**

<div align="left"><figure><img src="/files/0fuzTkCiPj4CoDzmB76Q" alt=""><figcaption></figcaption></figure></div>


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