Complete scene
Closes the currently active scene: runs its outro, deactivates the scene, and hides every node belonging to that scene. For the cross-cutting Condition and Timing properties shared by every event, see Event types.
Use cases
Closing the active scene on a terminal node. Drop a Complete scene event onto the node that should end the scene. The event has no fields to fill in; the event type is the entire payload. The runtime hides every node in the current scene and runs its outro, letting you end a scene without touching any other state.
Closing one scene and opening another in the same step. Drop a Complete scene event onto the same node as an Enter scene event. The player commits one choice, the runtime completes the old scene, activates the target, and runs its intro, all in one evaluation cycle.
See also
- Scenes and visit state: what closing a scene does to its visit state.
- Start Scene: for opening a new scene.
- Complete project: for terminal end-of-project completion.