studio
FolioTier 1
jump
Unconditional transfer of execution to another scene.
Use jump to move directly to a specific scene, skipping the remaining events in the current scene. A jump does not return; use call when the destination should return afterward. Adjacent scenes already flow into each other in timeline order, so they do not need a trailing jump.
A new Jump starts with None. Forge opens its scene picker automatically and scrolls to the current scene so nearby destinations are easy to find. Scrolling does not choose a destination: select a scene to configure the event, or choose None to clear it.
None makes the jump do nothing. Playback continues with the next event, keeping the stage and any pending returns. Leaving the new event's first Inspector session without choosing a destination adds a warning. Reopening the event keeps that warning until you choose a scene. A destination that no longer exists also warns and is skipped during playback.
Parameters
| Parameter | Kind | Required | Default | Notes |
|---|---|---|---|---|
| target | scene target | yes | - | Identifier of the scene to jump to, or "" for None. None continues to the next event without changing the stage or call stack; the editor warns after the new jump's first inspector session. Broken scene targets warn and no-op at runtime. The end target still ends the story. |
Canonical example
jump kitchen-morningjump kitchen_morningWrite jump "" for None, an unset destination. Playback continues
to the next event with the current background, sprites, and pending
returns intact, even when carry-stage is present. Choose a scene in
the Inspector to make the jump route somewhere.
Use end or jump end to end the story intentionally. None does
not mean End. Existing imported endings retain their ending behavior.
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.
Add carry-stage between the target and an optional if tail to keep
the live backdrop and sprites while opening the target scene. The
Inspector's Keep current stage toggle authors this modifier, and
imported routes can include it too. A jump to a scene without the
modifier clears 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