Action Points can be placed anywhere in your animation and can be used by game engines to determine
from which coordinate objects will be spawned (for example where should a bullett come from), and at
which angle. Just as with Collision Rectangles, you can place as many individual Action Points per
key-frame as you’d like, and give them all distinct names to easily keep track of them within Spriter and
within your game engine.
To create Action Points, do the following.
Adding Action Points to Frames
1) Left click on the Currently Equipped Tool type at the top of the
Palette located near the top right of your screen, and select “create
point”
2) Make sure you’re at the point in the timeline (or keyframe) you
want the Action Point to exist, then hold the Alt key and left click
and drag on the canvas to create your Action point. You can then
copy and paste it to other keyframes, or use the paste to all keyframes
option to propagate the Action Point across the entire animation if
you so desire.
3) Once in place, you can left click and drag it to change its position,
or use the Object Properties doalogie to tweak its angle.
4) By double-clicking on the name of the rectangle in the Z-order
palette, you can give it any name youd like for easy recognition of the
rectangles purpose.