# SceneState

### SceneState Applied

Reacts the moment a saved scene state is switched on in your scene.

#### What it does

A scene state is a saved arrangement of your scene — which objects are shown or hidden, where they sit, the materials they use, and so on. This node watches for one of those saved states being applied, and fires the instant it happens. You can use it to start something automatically whenever the scene changes to a particular look — play a sound, show a message, move on to the next step, and so on.

If you connect a specific scene state to the **SceneState** input, the node only fires when that exact state is applied. Leave it empty to react to any scene state being applied. The node simply listens — it doesn’t apply or change any state itself, and it passes the applied state straight through so you can use it further down the line.

#### Inputs

<table id="bkmrk-port-type-what-to-co"><thead><tr><th style="white-space: nowrap;">Port</th><th style="white-space: nowrap;">Type</th><th>What to connect</th></tr></thead><tbody><tr><td style="white-space: nowrap;">**Enable**</td><td style="white-space: nowrap;">True / false</td><td>While this is true the event is active and will fire. Set it to false to switch the event off so it stops reacting.</td></tr><tr><td style="white-space: nowrap;">**SceneState**</td><td style="white-space: nowrap;">Scene state</td><td>The specific saved scene state to watch for. Connect one to react only when that state is applied. Leave it empty to react to any scene state being applied.</td></tr></tbody></table>

#### Outputs

<table id="bkmrk-port-type-what-you-g"><thead><tr><th style="white-space: nowrap;">Port</th><th style="white-space: nowrap;">Type</th><th>What you get</th></tr></thead><tbody><tr><td style="white-space: nowrap;">**Execute**</td><td style="white-space: nowrap;">Trigger</td><td>Fires each time a matching scene state is applied. Wire this to whatever you want to happen next.</td></tr><tr><td style="white-space: nowrap;">**SceneState**</td><td style="white-space: nowrap;">Scene state</td><td>The scene state that was just applied, passed along so you can use it in the steps that follow.</td></tr></tbody></table>

#### Example

<table id="bkmrk-enable-input-true-sc"><tbody><tr><td>**Enable** input</td><td>`true`</td></tr><tr><td>**SceneState** input</td><td>The saved state named `Doors Open`</td></tr><tr><td>**Execute** output</td><td>Fires the moment the `Doors Open` state is applied</td></tr><tr><td>**SceneState** output</td><td>Hands on the `Doors Open` state for the next node to use</td></tr></tbody></table>

#### Tips

- Leave the **SceneState** input empty if you want to react to every scene state change rather than one in particular.
- Turn the event off at any time by setting **Enable** to false — handy when you only want to listen during part of your experience.