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Fastory Studio

How to use conditional navigation?

Learn how to use conditional navigation in Fastory to lock or unlock screens, control the participant journey, and reveal a game at the right moment.

Conditional navigation lets you block access to certain screens of your experience. You set it up directly from the editor, on the timeline that displays your different screens.

What is it for?

Conditional navigation helps you control your participants' journey by deciding which screens they can access. You can:

  • prevent access to one or more screens of your experience
  • prevent a participant from going back once they have moved forward in the journey
  • make certain screens invisible to your participants
  • unlock screens gradually, for example to reveal a game at a specific moment

How to lock or unlock a screen?

  1. Open the editor of your experience and go to the timeline that displays your screens.
  1. Click the options of the relevant screen.
  1. Choose to lock (or unlock) the screen. A padlock then appears on the locked screen.

The resulting behavior depends on which screen you place the padlock on. The two examples below show the result on the participant side.

Example 1: blocking access to screen 3

To prevent access to screen 3, add a padlock on screen 2. On the participant side:

  • they can only view screens 1 and 2
  • once they reach screen 2, they can no longer go back to screen 1
  • screen 3 remains invisible throughout their navigation

Example 2: blocking access to screens 1 and 2

By locking screens 1 and 2, only screen 3 remains accessible. On the participant side:

  • they can only view screen 3
  • screens 1 and 2 are invisible in the experience

How to lock or unlock all screens?

You can also lock or unlock all screens at once by clicking the padlock next to Screens.

Best practices

  • After placing your padlocks, test the journey to make sure only the intended screens are accessible.
  • Keep in mind that a locked screen also prevents going back to previous screens: plan for this if you want your participants to navigate freely.
  • To reveal screens progressively over time, combine conditional navigation with the screen planification described in How to show or hide a screen.
  • Use the global padlock next to Screens to quickly lock or unlock your entire experience.

Concrete use cases

If you want to prevent participants from going back

Place a padlock on the screen from which going back should no longer be possible. Once that screen is reached, your participants can no longer view the previous screens.

If you want to hide certain screens from your participants

Lock the screens in question: they become invisible in the experience, like screen 3 in example 1 or screens 1 and 2 in example 2.

If you want to reveal a game at a specific moment

Start by locking the screens you want to hold back, then unlock them when the time comes. To automate this reveal over time, rely on the planification described in How to show or hide a screen.

FAQ

Where do you set up conditional navigation in Fastory?

From the editor of your Fastory experience, on the timeline that displays your different screens. That is where you place or remove the padlocks.

How do I lock a single screen in my Fastory experience?

Click the options of the relevant screen, then choose to lock it. A padlock then appears on the locked screen.

Does a locked screen prevent participants from going back?

Yes. In a Fastory experience, once a participant reaches a screen with a padlock, they can no longer go back to the screens before it.

Can I lock all screens at once?

Yes. Click the padlock next to Screens to lock or unlock all your screens in one go.

What is the difference between locking a screen and hiding it?

Locking a screen with conditional navigation controls access to it in the participant's journey. To hide a screen or schedule when it appears, see How to show or hide a screen.

Can conditional navigation unlock a game over time?

Conditional navigation controls access to the screens of your Fastory experience. To reveal a screen or a game progressively over time, combine it with the screen planification presented in How to show or hide a screen.

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