The Dynamic object type allows you to animate the created object in a variety of ways. Dynamics can be used for a variety of things, such as wearable Bodies with specific criteria impossible with normal Bodies (movable parts, sizes larger than 29x29, etc.), an animated sequence for a Body impossible with normal Motions, objects with more intricate movement such as clocks, traffic lights, etc.

Dynamic Code

Animating Dynamics consist of a basic programming language, much like coding Interactings, where you can program the Dynamic to do certain commands. These commands allow the object to spin, (dis)appear, float, along with other sorts of properties.

Here's an example of basic Dynamic code:

2-5: CELL 1 DOWN 5, ROTATE 20

On this example alone we can observe some of the basic commands and properties in Dynamic code, these being:

  • The numbers which are present at the start of each line of code. Those represent the number in seconds of which the code tells the object to perform a certain task, where it does so when it reaches the told amount of seconds after the Dynamic first started. Numbers divided with a period (.) represent a timeframe between a second in which the command is commenced, and numbers divided with a hyphen (-) represent a timeframe in which the command is stretched and performed between [nx] seconds to [ny] seconds (a command telling a hidden cell to show between 0 and 5 seconds will make it slowly appear from the beginning of 0 seconds until it fully appears at 5 seconds). The normal time limit of Dynamics are of 15 seconds (with the exception of Dynamics placed in Holders, which have no time limit). These numbers can optionally be followed by "s" (i.e. "0s:" instead of "0:").
  • The Dynamic is divided into a total of 9 cells (the same cell number present in Bodies), and each numbered cell will follow the commands followed after it (with the exception of unused cell numbers, such as an 8-cell Dynamic with code prompting changes to cell 9, which results in nothing happening for that cell). You specify all of the cells at once with the "cells" command.
  • Dynamics have a number of available commands, which when specified to a cell, will change the behavior of said cell according to which command you set and its value specified after the command (some commands may not specify a value). Multiple commands per second are separated by a comma (,), and you can add several commands referencing the same mentioned cell by omitting the cell name on successive commands in that line (you can also optionally specify the same cell before any command). A Command overview is available below, listing all possible commands and their information.

Command Overview

These tables can also be found on the Dynamic help page. There is also a coding help board in-game for Dynamics and Interactings.

Basic Commands

For commands normally used in Dynamics:

Command Function Example Can span over time?
cells References all cells in the dynamic "cells show" - shows all cells in the dynamic
cell [n] References [n] cell in the dynamic "cell [1] show" - shows only cell 1 of the dynamic
up [n] Makes the specified cell(s) move up a specified amount "cell 3 up 10"
down [n] Makes the specified cell(s) move down a specified amount "cell 7 down 4"
left [n] Makes the specified cell(s) move left a specified amount "cells left 15"
right [n] Makes the specified cell(s) move right a specified amount "cell 8 right 50"
opacity [n] Gives the specified cells some transparency. 0 is transparent, 1 is fully opaque, 0.5 is half. "cell 1 opacity 0.2"
hide Hides the specified cell(s). "cell 9 hide"
show Shows the specified cell(s). "cells show"
rotate [n] Rotates the specified cell(s) by [n] degrees. "cell 2 rotate 270"
light [RGB] Lights the background with the specified colour. "cell 9 light 0 0 255"
pivot [x y] Sets the centre of rotation for a cell. The origin is at the centre of the cell (14.5, 14.5). The player can press P during creation and the current coordinates of the cursor will be displayed  "cell 4 pivot -3 6" ✖️
flip horizontal Mirrors the cell horizontally. A second commanded flip reverts the flip. "cell 6 flip horizontal" ✖️
flip vertical Mirrors the cell vertically. A second commanded flip reverts the flip. "cells flip vertical" ✖️
accelerate up [n] Sets the acceleration of upwards velocity, e.g. for the gravity of particles you may want to use an up movement over time combined with a one time. [1] "cell 1 accelerate up .005" ✖️
accelerate down [n] Accelerates the specified cell(s) down a specified amount. "cell 5 accelerate down .005" ✖️
accelerate left [n] Accelerates the specified cell(s) left a specified amount. "cell 9 accelerate left .005" ✖️
accelerate right [n] Accelerates the specified cell(s) right a specified amount. "cells accelerate right .005" ✖️
crop [x1 y1 x2 y2] Crops the drawn image using this top left and bottom right corner of a rectangle (relative to the top-left corner of your creation canvas). "cell 1 crop 12 5 20 5" ✖️
z-index [n] Determines the layer of the specified cell. "Z-index 1" would be the very back, and the z-index can't be higher than the number of cells in the dynamic.[2] "cell 8 z-index 2" ✖️
bright Draws the cell in a bright overlay method. Cells automatically brighten when boosted onto the profile. "cell 6 bright" ✖️
unbright Resets the bright cell to the normal colouring method. "cell 6 unbright" ✖️
text [some text]

Makes the dynamic show some centred text. Use "\," to include commas, [break] for line breaks and \: for colons. Text won't show in all locations (such as the centre of spawn areas)

Text can also be shown by writing in the dynamic window with no commands.

"cell 6 text Example" ✖️
font [keywords] Specifies the font used for the text command. Options include "white", "small black" and "black" (default is "small white"). "cell 6 text Example, font small black" ✖️
seconds angle (in steps) Locks the cell as if it were a second hand on an analogue clock. Adding "in steps" makes it tick. "cell 1 seconds angle"
minutes angle (in steps) Locks the cell as if it were a minute hand on an analogue clock. Adding "in steps" makes it tick. "cell 2 minutes angle in steps"
hours angle (in steps) Locks the cell as if it were an hour hand on an analogue clock. Adding "in steps" makes it tick. "cell 3 hours angle"
say [some text] Makes the dynamic say something. Use "\," to include commas.The speech won't show in all locations (such as the centre of spawn areas) "cell 5 say This" ✖️
restart Restarts the dynamic's animations from 0.  "restart" ✖️
play sound Plays the sound included using "Add Sound...". It plays about once per second. "play sound" ✖️
grab (UNRELEASED) Grabs the player. This command is unreleased so is expected to be glitchy. "grab" ✖️
ungrab (UNRELEASED) Drops the grabbed player. This command is unreleased so is expected to be glitchy. "ungrab" ✖️

Placeholder Commands

For us in texts for the text and say commands:

Command Function
[date] Shows the current date in Manyland Time.
[time] Shows the current time in Manyland Time.
[name] Shows the name of the person currently closest to the Dynamic.
[center distance] Shows the distance to an area's center in manymeter.
[people] Shows the number of people nearby.
[state] For use on Multis.

Marker Commands

For use in Dynamics which need commands to be set during a specific state in which the Dynamic is in:

Command Function
move When moving left or right.
action When space or the action button is pressed (requires the attribute Actionable).
rise When one rises, like in the upwards phase of a jump.
fall When one falls, like in the downwards phase of a jump.
start Once when the Dynamic starts, like when equipped.
mounted rise When one goes up while in a mountable or flying mountable.
mounted fall When one goes down while in a mountable or flying mountable.
climb When one climbs a climbable.
swim When one swims in liquid.
create When one creates something.
sit When one sits on something (to test, create a thing and name it e.g. "chair").
lie When one lies on something (to test, create a thing and name it e.g. "bed").
state [any of 0 - 10]

odd state

even state

negative state



private randomize

These are for use on Multis.
every minute

every 2 minutes

every 3 minutes

every 4 minutes

every 5 minutes

every 10 minutes

every 15 minutes

every 30 minutes

every hour

every 3 hours

every 6 hours

every 12 hours

every day

Time markers relative to Manyland Time, where a command happens at the time specified. Only works for placed Dynamics.


  • The size of a profile is 125 x 84 pixels, with regards to making a profile dynamic.

See also



Creating a Spinning Wheel in Manyland

Creating a Spinning Wheel in Manyland

Creating a prize machine in Manyland

Creating a prize machine in Manyland