FolioTier 1
jump
Unconditional transfer of execution to another scene.
jump sends the player directly to another scene the moment execution reaches it. Use it when the story must move to a specific scene with no conditions attached - a chapter transition, a hard story beat, or an ending every player hits regardless of their choices.
It is the simplest way to stitch scenes together. When you need to branch based on a flag or a player choice, reach for a conditional construct instead; jump is for the moments where only one destination makes sense.
A target that does not exist in the project surfaces as a warning in the editor, so typos are easy to catch before you publish. At runtime a broken target is silently skipped - the scene containing the jump ends without continuing anywhere. Test every path in your scene graph before shipping to make sure no branch dead-ends unexpectedly.
Parameters
| Parameter | Kind | Required | Default | Notes |
|---|---|---|---|---|
| target | scene target | yes | - | Identifier of the scene to jump to. Resolved against the canonical project's scene table - broken targets surface as warnings in the editor and no-op at runtime. |
Canonical example
jump kitchen-morningjump kitchen_morningjump is the unconditional transfer - when the runtime hits a jump,
execution moves to the target scene and the rest of the current scene
is not executed. There's no return; if you want the called scene to
come back to you afterward, use call instead.
Use jump only when the target isn't the next scene in timeline
order. Adjacent scenes flow into each other naturally; you don't
need a trailing jump to advance.
Notes
jump carries an optional if <cond> tail so it can fire conditionally
without opening a block. For complex routing - true target plus an
explicit else target - use a when block with a jump in the body and
another under else:; that pattern reads cleaner in the Story Map.
An imported route can include carry-stage between the target and an
optional if tail. It preserves the live backdrop and sprites while
opening the target scene. Native Vizno jumps omit the modifier and clear
the stage at the scene boundary.
Scene IDs are whatever the canonical scene carries - UUIDs for scenes created in Studio, slugs for legacy or imported scenes. Editor autocomplete offers the current set; the squiggle marks targets that no longer resolve.
See also
call- jump-with-return semanticswhen- conditional block; branch by pairing a bodyjumpwith anelse:branchscene-flow- full routing vocabulary