Attach a Splash to a scene, door or region
A scene pin gives you a convenient launch shortcut. A trigger opens a Splash in response to something happening on the scene. Set up the handout first, then choose the connection you need.
| You want to… | Use |
|---|---|
| Keep an introduction ready for a particular scene | Pinned scenes or Pin to current scene |
| Keep a Splash available across scenes | Global (scene-control global tab) |
| Open a puzzle when someone clicks a locked door | Player clicks a locked door trigger |
| Open a handout when a token enters an area | Token enters a region trigger |
| Make artwork inside the Splash clickable | A Hotspot object with an On click action |
Pins and the Global list are shortcuts: neither automatically launches a Splash when you activate a scene. The built-in scene triggers are doors and regions; there is no general “attach to any token or tile” click binding.
Keep a scene introduction ready
Section titled “Keep a scene introduction ready”- Open the scene you want to prepare.
- Open Splash Manager, find your fullscreen Splash and open its More menu.
- Choose Pin to current scene. To choose several scenes, edit the Splash, open the Splash inspector and use Pinned scenes.
- Open Splashes in the scene controls. Find the Splash in the Pinned list and launch it when you are ready.
- To check it privately, use its context menu’s Preview (just me) action. The GM’s normal launch shows it to everyone.
Expected result: the shortcut is available on the pinned scene. Switching scenes does not play it for you. A fullscreen Splash with a door or region binding in the scene also appears in its scene launcher.
For a reusable introduction, select Global (scene-control global tab) in the Splash inspector, or Set global in the manager’s More menu. This controls where its shortcut appears; it does not make every local opening a table-wide launch.
Open a puzzle from a locked door
Section titled “Open a puzzle from a locked door”- On the scene, create a door wall and set the door to Locked in Foundry.
- Find the Splash in the manager or its journal page and open Triggers.
- Choose Player clicks a locked door. In Bind door trigger, select the door from the current scene.
- Confirm that the binding appears in the Triggers list. Bound doors also have a Splash indicator for the GM.
- Test by clicking the locked door control as the intended player.
Expected result: that client’s Splash opens. An ordinary unlocked door click does not fire this trigger. The door’s normal locked feedback can still play.
A Close splash action dismisses playback; it does not itself unlock the door. The supplied configurable tumbler prefab includes the unlocking behaviour. For custom logic, see the inline script helpers.
To disconnect the door, remove its binding in Triggers. This removes the Splash connection, not the door wall.
Open a handout when a token enters a region
Section titled “Open a handout when a token enters a region”- Draw and name a Scene Region with Foundry’s region tools.
- Open the handout’s Triggers window while viewing that scene.
- Choose Token enters a region, then select the named region.
- Move a token controlled by the intended player from outside the region into it.
Expected result: the client moving the token opens the Splash. The GM and other players do not each open a copy merely because they received the region event. Entering again can trigger it again; this is not a one-use encounter flag.
For a window that leaves the map available, choose Handout (windowed) in Kind / layer. For shared puzzle progress, choose Synced (shared state) under Mode. These choices are separate from the trigger.
If nothing opens
Section titled “If nothing opens”- Door: check that it is a door wall, is locked and is the door selected in the binding.
- Region: start outside it and cross its boundary with a token the testing player can control.
- Scene: the binding picker lists objects in the scene you are currently viewing. Create the region or door first.
- Access: binding grants Observer access to the bound Splash page while preserving its parent and sibling permissions. An explicit restriction for a player may still prevent access; inspect the page’s ownership.
- Empty playback: check which states are loaded on open and which objects belong to them.