Using this scene as an example, it not only relies on VAMStoryActions to provide users with a feature-rich UI but also builds a framework and backend for the entire scene through a series of VAMStory components. Take stage lighting control as an example: the stage lighting can interact with the user through VAMStoryActions' UI, allowing them to customize its style and effects. However, the complex controls used to manage it are all stored within VAMStoryDirector component. This VAMStoryDirector component is preconfigured with hundreds of commands, which not only achieve complex lighting and special effects changes but also handle nearly ten thousand triggers in the scene's backend.
From the perspective of scene creation, the framework it forms not only makes the production of complex scenes more organized by highly modularizing the complicated scene structure and logic but also greatly improves production efficiency. For example, presenting complex stage lighting changes can be easily achieved by making a few calls to the VAMStoryDirector component in the Timeline. Additionally, when executing them through the Timeline, the changes will be reflected in the UI in real-time, preventing user confusion. That's something you want to achieve. @VamEssentials
So, as @hazmhox pointed out, to fully maximize the functionality and potential of VAMStory, it is worth thoroughly exploring and utilizing all of its components. Each individual component is powerful on its own, but using them in combination, within a cohesive "FRAMEWORK," can achieve a result where the whole is greater than the sum of its parts.
* One thing though, it would be great if we could reorder the trigger list in VAMStoryDirector. It's not an essential feature, but it would make things more organized for creators, especially when you have hundreds of preset commands and are continually adding new entries.

Last edited:



