Set Time Bucket

Jumps the world clock forward to the start of a named time bucket. Time buckets classify “where in the day” the player is (morning, afternoon, evening, and so on); each bucket has a start-of-day clock time set in Project → Time. Firing Set Time Bucket advances the clock to that start time, so TimeBucket() reads as the new bucket on the next evaluation. The clock never runs backward: if the bucket’s start is earlier in the day than the current time, the runtime wraps to that start on the following day. For the cross-cutting Condition and Timing properties shared by every event, see Event types.

The Set Bucket event composer, expanded in the Node inspector.

Fields

Bucket

The time bucket to switch to. Pick from the editor’s bucket dropdown; the list is drawn from the buckets you defined in Project → Time.

Use cases

Opening a period at a story beat. Pick the period’s bucket on the node that opens that period. The clock jumps forward to the bucket’s start time and expressions gated on TimeBucket() == "morning" (or whichever bucket) become true on the next evaluation.

Skipping ahead to the next major period. When the content calls for a period change without modeling every intervening minute, pick the next bucket. The runtime consumes the minutes between “now” and the bucket’s start in a single step.

See also

  • Advance time: for advancing the clock by a specific number of minutes (may transition buckets implicitly).
Docs last synced: 2026-07-08
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