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πŸŸ₯ Condition

πŸŸ₯ Condition



The Condition block allows you to create a logical referral by asking a closed question ("True or False?"). Depending on the answer, the story flow takes the true or false branch, allowing the player to be directed towards different narrative paths or actions.


This block is essential for implementing choice mechanics, condition checks or dynamic branching in an interactive scenario.


πŸ“₯ Entries


  • in (Flow): Entry point of the flow where the condition is evaluated.
  • condition (Boolean): Boolean value (True/False) determining the branch to follow. Can be connected to another block (e.g.: "Comparison", "List Contains") or defined manually via a check box.


πŸ“€ Outings


  • true (Flow): Output activated if the condition evaluates to True.
  • false (Flow): Output activated if the condition evaluates to False (default behavior if nothing is connected).


πŸ’‘ Example of use


Scenario: Access to a locked door


  1. The player finds a key in a room.
  2. The system checks if the player's inventory contains the key via a "List Contains" block.
  3. The Condition block is placed after this check.
  4. If the key is present (true), the flow directs the player to a door opening animation.
  5. If the key is missing (false), a message "The door is locked" is displayed and the player must look for another solution.


βš™οΈ Technical Details

  • Default behavior: If no condition is connected, the false output is automatically activated.
  • Optimization: For optimal performance, avoid nesting too many Cascading Condition blocks. Prefer alternative structures like the β€œChoice” block for multiple branches.

Updated on: 04/03/2026

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