> For the complete documentation index, see [llms.txt](https://help.craftsmanplus.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://help.craftsmanplus.com/play/layers/scenes.md).

# Scenes

A scene is the main container for everything that happens in your project. Every playable is built as a list of scenes, and everything else in your project (images, videos, sequences, text, shapes, game mechanics, components, code) lives inside one.

Think of scenes as the chapters of your playable. You might have a two-scene playable (gameplay followed by an end card) or a ten-scene narrative. How those scenes connect is what drives the user's journey through your ad.

When you select a scene, the Properties panel populates with controls for how the scene looks, plays, and finishes.

***

### Timeline

#### **Scene Duration**

Sets how long the scene plays, in seconds. The default is 60.

This is the length of the scene's timeline. Once the duration elapses, the scene finishes and the On Finish action runs. Layer animations, videos, and scene events are all anchored to this timeline.

***

### Scene

The Scene section sets what sits behind your layers. Each scene has its own background, and it applies to both portrait and landscape.

#### **Background**

The color or gradient painted behind every layer in the scene. The default is solid **#000000** (black) at 100% opacity. Scenes created before this setting existed use the same default, so they look exactly as they did.

Click the swatch to open the [Color Selector](/play/general/color-selector.md) and choose a **Solid** color or a **Gradient**.

The opacity field next to the swatch sets how see-through the background is, from 0 to 100%. A background below 100% never reveals the page the ad is shown on. It shows the Content Blur behind it, or black when Content Blur is off.

Background changes show live in the editor viewport. The background is not a layer, so it doesn't appear in the Layers panel and nothing can be placed behind it.

{% hint style="info" %}
Switching a gradient back to **Solid** keeps the color of the first gradient stop.
{% endhint %}

{% hint style="info" %}
In Animated Banner projects, the Background is solid only, at full opacity, and Content Blur isn't available.
{% endhint %}

#### **Content Blur**

Playables are shown on screens of every shape. When the screen's aspect ratio doesn't match your artboard, there's extra space around the artboard. Content Blur fills that space with a heavily blurred, live copy of the scene, so the playable looks full-bleed instead of framed by bars.

Content Blur is **on** by default, for new and existing scenes.

* The blur is a copy of everything inside the artboard, including the background. It updates as the scene animates.
* The blur is strong enough that only colors come through, not readable content.
* Your layers always render on top with a crisp edge at the artboard boundary.
* Layers positioned outside the artboard aren't included in the blur.

With Content Blur **off**, the background color or gradient fills the extra space instead. A gradient then stretches across the whole screen rather than just the artboard, so it can look different between the two settings.

{% hint style="warning" %}
Content Blur doesn't appear in the editor viewport, because the editor only shows the artboard. To see it, open [Preview](/play/preview-and-share/preview.md) or a [Share Link](/play/preview-and-share/share-link.md) and resize the window to a different aspect ratio. In the editor you'll only see it through a background set below 100% opacity.
{% endhint %}

{% hint style="info" %}
On a scene with a simple layout, like a small logo centered on a solid color, the blur can look almost identical to the background color. That's expected: the blur is made from what's at the artboard's edges.
{% endhint %}

***

### Playback

#### **Autoplay**

When Autoplay is on (the default), the scene begins playing as soon as the user lands on it. Enter animations run, videos start, timers begin counting, and the Scene Duration countdown kicks off immediately.

When Autoplay is off, the scene holds on its first frame and does not play until the user triggers it with an interaction like a tap or swipe. Nothing animates, nothing plays, and the Scene Duration countdown does not start until that first interaction.

Turn Autoplay off when you want the user to initiate the experience themselves, for example showing a "Tap to Start" instruction on an intro scene.

#### **On Finish**

The On Finish action runs automatically when the scene reaches the end of its duration. Click the action module to open the popup and choose any standard action, such as Start Next Scene, Restart Scene, Launch URL, or Fire Tracker.

If no On Finish action is set, the scene holds at the end of its duration. In most cases you'll want to route to another scene or trigger a CTA so the user has somewhere to go.

***

### Scene Events

Events let you trigger actions at specific points during the scene's timeline. Pause the scene at 3 seconds, update a progression value at 5 seconds, launch a CTA at 10 seconds, and so on. Click the **+** button in the Events section to add one.

For full details on setting up and configuring events, see the [Scene Events](/play/layers/scenes/scene-events.md) page.

***

### Export

#### **End Scene**

Marks the scene as an end card, the final screen shown after the gameplay. [Project Score](/play/export/project-score.md) uses it to check that every end card has a CTA, and suggests marking one if your project has none. The last scene in your project is treated as an end card for analytics even when this is off.

***

### Global Scene

The Global scene holds layers that appear across every scene. It has no Background or Content Blur settings. Global layers draw on top of each scene's background.


---

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