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Exits and Transitions

Connect states with exits taken automatically or when an event fires, and drive systems from your game.

Exits and Transitions

Exits connect a state to the next node. Each exit leads to a target and can run operations as the player moves along it. This guide covers adding exits, the two ways an exit can be taken, and how your game moves a system forward.

Adding an Exit

In a workspace, either:

  • drag the red + handle at the bottom of a state's card onto another node ("Drag to a node to create a new exit"), or
  • select the state and click + Add exit in the Inspector.

To point an existing exit somewhere else, drag its handle on the card onto another node, or pick a new target in the Inspector. To remove an exit, click Remove exit (✕) in the Inspector.

A state with no exits is terminal: "No exits — this is a terminal state." A player who reaches it stays there.

Exit Details

Each exit in the Inspector has:

  • A name — shown on the card and the canvas.
  • A target — the node the player moves to, shown as "→ slug". An exit added with + Add exit targets the starting state until you change it.
  • taken — how the exit is taken: automatically or on event fired.
  • Conditions — when the exit may be taken. See Conditions.
  • On exit — operations that run as the player takes the exit.

Taken Automatically

An automatic exit is taken as soon as its conditions pass: "The exit is taken as soon as these pass — leave them empty to take it immediately."

When a state has several automatic exits, they're checked in order and the first whose conditions pass is taken. Use the up and down arrows on each exit to set the order.

Taken When an Event Fires

An exit taken on event fired waits for the event you choose: "When the event fires, the exit is taken only if these also pass — leave them empty to always take it." Its conditions are checked only at the moment the event fires.

Pick the event under event. Events that are callable by game clients show "· public" in the list. See Events.

In the Main Quest below, Start moves on automatically once the tutorial is done, Chapter 1 waits for the Boss defeated event, and Chapter 2 moves on automatically after ten wins — adding 50 gems on the way. Hover an exit to read it as a sentence:

Moving a System from Your Game

Your game doesn't move a system directly. To let it move a player forward:

  1. Create an event and tick Callable by game clients — see Events.
  2. Give a state an exit taken on event fired with that event.
  3. Your game fires the event — e.g. boss_defeated() — whenever it happens in play.

Your design can fire the same event with an Event effect, so a system can also move another system along.

Reading a System from Elsewhere

Other parts of your design can check where a player is in a system: in any condition, pick the system and choose is or is not a state. See Conditions.

Reading the Canvas

  • Automatic exits are drawn as solid green lines; randomizer outcomes in amber; exits taken on an event as dashed lines labelled with the event.
  • Hover an exit on a card or a line on the canvas to read it as a sentence — when it's taken, its conditions, and the operations it runs.
  • When one system fires an event another system waits for, a dashed System card on the canvas shows the other system; click it to open that system.

Next Steps

Continue to Working on the Canvas.