Roaming
Roaming lets a visual novel route briefly hand movement back to the player.
Use Insert > Scene & UI > Roaming when the player should move around before the story continues, usually near Runtime Action or World Wait nodes.
Properties
Node-specific properties
| Field | What it does |
|---|---|
| Enabled | Turn on to enter roaming and off to return to normal story playback. |
Inherited/common properties
| Field | What it does |
|---|---|
| Name | Optional label used in the editor and Story Map. Leave it empty to use VNC's automatic node name. |
| Next | Node that runs after this node finishes its own work. |
Runtime Behavior
When the node runs, VNC updates the runtime roaming state and continues to Next.
While roaming is enabled, the installed runtime enables normal player controls, makes the runtime viewport background transparent, and hides the visual novel stage art: background, overlay, title card, and sprites. Dialog is still controlled separately by UI Visibility and dialog nodes, so you can show a short line over the Roblox world or keep the screen clear while waiting for a world trigger.
In the installed runtime, roaming works with Roblox's default character controls. If your experience replaces or heavily customizes character controls, test the integration yourself.
Example Setups
| Goal | Setup |
|---|---|
| Hand control to the player | Turn on Enabled, then set Next to a Runtime Action or World Wait. |
| Hide dialog while the player walks | Add a UI Visibility node with Dialog Visible set to Hide before or after enabling roaming. |
| Show dialog over the Roblox world | Leave Dialog Visible unchanged or set it to Show while roaming remains enabled. |
| Return to story playback | Turn off Enabled, then set Next to the next node in your route. |
Roaming is a bridge between visual novel playback and normal Roblox movement. Keep the handoff obvious to the player, then disable roaming when the story resumes.