Jump
Transfers control to another node, with optional subroutine-style return semantics. For the cross-cutting Condition and Timing properties shared by every event, see Event types.
Fields
Target Node
The target node. Pick from the editor’s node picker.
Return after jump
Controls whether the jump returns to the originating node after the target runs.
true(default): pushes a return frame. The target executes, then control resumes at the next event on the originating node. Equivalent to a subroutine call.false: interrupts the originating node. The target becomes the new active node; the originating node does not resume after the target completes.
Maximum return-stack depth is 50 frames. Deeper recursion raises a runtime error.
Use cases
Funnel several branches into a shared continuation. Pick the shared continuation from the Target Node dropdown and untick Return after jump. Several branches can all jump here; the originating node does not resume after the shared block finishes. The standard pattern for branching paths that converge into a single follow-up.
Run a shared block as a subroutine and resume. Pick the shared block from Target Node and leave Return after jump ticked. The target executes, then control resumes at the next event on the originating node. Useful for any reusable block (a status update, a logging step, a recurring response) that callers need to bounce back from to keep their own flow going.
See also
- Start Scene: for cross-scene transitions.
- Complete scene: for closing the active scene instead of jumping within it.