Help guide

Canvas inputs and state machines

Updated June 20, 2026

Canvas inputs and state machines

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Canvas interactions become reliable when input signals feed named states, and states decide which animation or visual branch should be active.

Where this fits

Input boundaries

  • Use Canvas-scoped pointer input for interactions inside the rendered area, and page-level input only when the whole page should affect the scene.
  • Normalize input before it enters scene logic so pointer, scroll, time, and data signals can be combined safely.
  • Keep input smoothing separate from state transitions so responsiveness and visual polish can be tuned independently.

State machine design

  • Use named states for visual modes such as idle, focus, drag, reveal, selected, complete, or paused.
  • Transitions should use clear conditions: pulse, threshold, click, pointer hit, timeline end, or data update.
  • Avoid hidden states that only make sense to the original author; state names should explain the visual mode.

Testing interactive scenes

  • Test every state transition forward and backward, including rapid repeated input.
  • Verify that state machines recover after resize, page visibility changes, or asset loading delays.
  • Inspect current state and active transitions through the debug flow before shipping an interactive scene.

Working sample slot

Canvas inputs and state machines: This page reserves a sample location for a later verified example. Add the sample only after the source file, public page, validation output, and visual check all pass.

Faster Motion docs

Use these links to move between the guide set, the deeper reference pages, and the recipe planning pages. Verified working samples will be inserted after this documentation structure is reviewed.

Start

Surfaces

Reference

Start

DOM animation

Reference

Canvas animation

3D and procedural

Operations

Recipes

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Sunny Arora

Written by

Sunny Arora

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