Start Scene

Activates a target scene, optionally forcing its modality and optionally pushing a return frame so control resumes after the target closes. The editor labels this event Start Scene. For the cross-cutting Condition and Timing properties shared by every event, see Event types.

The Enter Scene event composer, expanded in the Node inspector.

Fields

Scene

The target scene. Pick from the editor’s scene picker.

The runtime activates the target scene, runs its intro node (if any), and then presents its choices.

Forces the target scene’s modality when it activates. A modal scene takes over the UI exclusively until it completes; the player can’t back out to a scene underneath it. Values:

  • inherit (default): fall through to the target scene’s own Modal setting, and then to the project’s default modal setting.
  • true: force the target scene modal, regardless of how the scene itself is configured.
  • false: force the target scene non-modal.

This override applies to the target scene only. It does not control whether the source scene closes; that is decided by the source scene’s Close on transition setting (see Scene → Close on transition), which is not settable on the event. For the full modal resolution order, see Scene → Modal.

Return after jump

Controls subroutine semantics for the scene transition.

  • Off (default): one-way transfer. The source scene does not resume after the target closes.
  • On: pushes a return frame. Control resumes at the next event on the originating node after the target scene closes, like a subroutine returning to its caller.

Maximum return-stack depth is 50 frames. Deeper recursion raises a runtime error.

Use cases

A one-way scene transition. Pick the destination from the Scene dropdown and leave Modal override and Return after jump at their defaults. The target scene activates with whatever modality it (or the project) is configured for, and the player does not return. The standard pattern for linear progression from one scene to the next.

Force the target scene modal. Set Modal override to true to guarantee the target activates as a modal scene, even if its own Modal setting says otherwise. The right choice for cutscenes or one-off overlays that must not be dismissed until they finish.

Force the target scene non-modal. Set Modal override to false to let the target sit alongside the source in cases where the scene’s own setting would otherwise make it modal. Common when the same scene serves both as a standalone cutscene and as a side panel opened from a particular caller.

A subroutine call into a reusable scene. Tick Return after jump so the engine pushes a return frame before activating the target. When the target scene closes, execution resumes at the next event on the originating node. Useful for shared scenes that several callers feed into and need to bounce back from.

See also

Docs last synced: 2026-07-08
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