SceneBoundaryReachedEvent

Runtime event fired in Isolated mode when execution would leave the named scene. Emitted alongside IsComplete = true — the runtime treats the boundary as the end of the simulation so isolated tests (path tester per-scene mode, the simulator’s “Pick scene…” picker) get a clean stop signal instead of the test silently spilling into other scenes.

public class SceneBoundaryReachedEvent : EventBase

Inheritance System.ObjectEventBase → SceneBoundaryReachedEvent

Properties

CallerNodeUuid

Uuid of the node whose event triggered the boundary, when known.

public string? CallerNodeUuid { get; }
Property Value

System.String

IsolatedSceneId

Scene id the simulation was pinned to (the StartProject id).

public string IsolatedSceneId { get; }
Property Value

System.String

Reason

Reason (SceneBoundaryReason) describing how the boundary was reached.

public SceneBoundaryReason Reason { get; }
Property Value

SceneBoundaryReason

TargetSceneId

Scene id the runtime would have transitioned into (null when the boundary was reached via CompleteScene rather than EnterScene).

public string? TargetSceneId { get; }
Property Value

System.String

Methods

Accept(IEventQueueVisitor)

Dispatches to Visit(SceneBoundaryReachedEvent).

public override void Accept(IEventQueueVisitor visitor);
Parameters

visitor IEventQueueVisitor

Visitor to dispatch this event to.

Inherited Properties

MemberSource
Atinherited from EventBase
Timinginherited from EventBase
Docs last synced: 2026-07-08
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