# Where do you go for actual step-by-step instructions?

**URL:** <https://qa.fmod.com/t/where-do-you-go-for-actual-step-by-step-instructions/23846>\
**Category:** FMOD Studio\
**Created:** [December 25, 2025, 6:09am UTC](https://qa.fmod.com/t/where-do-you-go-for-actual-step-by-step-instructions/23846 "2025-12-25T06:09:11Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![li\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/li_fmod/32/6577_2.png) [@li\_fmod](https://qa.fmod.com/u/li_fmod)\
**Post date:** [January 4, 2026, 10:54pm UTC](https://qa.fmod.com/t/where-do-you-go-for-actual-step-by-step-instructions/23846/6 "2026-01-04T22:54:29Z")

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> [@dandrewstewart](#):
>
> A.l.lan tells me “You can dynamically disable a Magnet Region’s effect while an event is playing by ensuring its trigger conditions are not met via a game parameter.“ **This I know - this is the whole point of using a Magnet Region.**

You’re absolutely right. When I mentioned “disabling” a Magnet Region, what I really meant was ensuring its condition evaluates to false once you enter a defeat/end state. Sorry for the confusion there.

Just to make sure I’m understanding your use case correctly:  
am I right in thinking that you’re looking for something beyond parameter gating? For example, a way for a region or state to inherently suppress or override all Magnet Regions, without needing to explicitly manage that via parameters?

> [@dandrewstewart](#):
>
> I’ll look at the documentation and run tests. Tutorial video?

We currently don’t have a dedicated tutorial video specifically explaining Magnet Regions. However, here are a few related discussions you might find useful:

> [@What is Magnet Region for?](https://qa.fmod.com/t/what-is-magnet-region-for/15564/2):
>
> A magnet region is the reverse of a transition region: If a transition region tells the timeline playback position to “go over there,” a magnet region tells it to “come over here.” As for a use-case… Imagine you wanted to make an event in which the timeline was divided up into multiple sections, and you wanted to be able to jump from any section to any other section. With magnet markers, you could simply create one magnet region for each timeline section, and assign them appropriate trigger co…

> [@Suggestion: transition timeline before magnet region](https://qa.fmod.com/t/suggestion-transition-timeline-before-magnet-region/17229/2):
>
> Magnet regions have a single transition timeline that is entered to get into it, which sounds like what you are asking for. It’s not quite a loop region - it just acts like one because if you leave it, you will have to re-enter it (which happens via the transition timeline if there is one). If you want a separate transition timeline for looping, you would have to add a loop region with a transition timeline inside the magnet region. Let me know if there’s something I’m missing with what you are…

> [@Can I switch magnet regions during a transition timeline?](https://qa.fmod.com/t/can-i-switch-magnet-regions-during-a-transition-timeline/20873/2):
>
> You cannot begin a new transition while the playback position is traversing a transition timeline. This is a technical limitation born of the fact that a transition timeline works by allowing three separate versions of an event instance’s timeline to exist simultaneously; to support transitioning within a transition timeline, the number of simultaneous timelines (and thus the resource cost of an event instance) would be increased substantially. Not while using magnet regions. If you’re able to…

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