Studio

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

ParameterKindRequiredDefaultNotes
targetscene targetyes-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

Folio
jump kitchen-morning
Ren'Py
jump kitchen_morning

jump 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 semantics
  • when - conditional block; branch by pairing a body jump with an else: branch
  • scene-flow - full routing vocabulary