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.Object → EventBase → SceneBoundaryReachedEvent
Properties
CallerNodeUuid
Uuid of the node whose event triggered the boundary, when known.
public string? CallerNodeUuid { get; }
Property Value
IsolatedSceneId
Scene id the simulation was pinned to (the StartProject id).
public string IsolatedSceneId { get; }
Property Value
Reason
Reason (SceneBoundaryReason) describing how the boundary was reached.
public SceneBoundaryReason Reason { get; }
Property Value
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
Methods
Accept(IEventQueueVisitor)
Dispatches to Visit(SceneBoundaryReachedEvent).
public override void Accept(IEventQueueVisitor visitor);
Parameters
visitor IEventQueueVisitor
Visitor to dispatch this event to.
Inherited Properties
| Member | Source |
|---|---|
At | inherited from EventBase |
Timing | inherited from EventBase |