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Fires `pulse` exactly `delay` seconds after a rising-edge `trigger`. Graph-native equivalent of `setTimeout(..., delay)`. Single-slot — additional triggers while a pulse is pending are absorbed (matches debounce / one-shot semantics). For per-trigger queuing, compose with `pulseCounter`.
Inputs
| Port | Type | Description |
|---|---|---|
trigger | float | Rising-edge starts the timer (only if no pulse is currently pending). Wire from any pulse source. |
reset | float | Rising-edge cancels any pending pulse without firing. |
Outputs
| Port | Type | Description |
|---|---|---|
pulse | float | Single-frame `1` exactly `delay` seconds after the trigger rising edge. |
Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
delay | float | 0.2 | Seconds between trigger and pulse. 0.2 for typical timeline offsets; 0.5–1.0 for animation-handoff chains. min 0; step 0.05 |
Use cases
- Timeline offset — fire chars stagger 0.2s after a slide tween starts (delayed reveal handoff).
- Debounce + delay — wait N ms after a rapid input burst settles before reacting.
- Animation handoff — chain animations: tween A finishes → wait 100ms → tween B restarts.
- Time-based content reveal — fire reveal pulse N seconds after a trigger without coupling to another animation's progress.
Envelope
Use pulseDelay as the node type inside a graph node envelope. Add id, optional params, optional connections, and optional activeWhen based on the guide context.
Generated source
Registry faster-motion-docs/node-registry.jsonCategory page /help/faster-motion/faster-motion-node-category-inputs/