Dialogue Editor
Going over the Dialogue Editor.

The Dialogue Editor allows you to visually edit a Dialogue Graph.
Menu Options
Right-clicking in a blank space in the graph will open the menu options.
Disconnect All
Removes all nodes of the last selected node.
Cut
Cuts all selected nodes and connections.
Copy
Copies all selected nodes and connections.
Delete
Deletes all selected nodes and connections.
Replace Node
Opens the node selector to replace the last selected node.
Add Node
Opens the node selector to add a new node.
Nodes
Nodes can be freely moved and connected with other nodes. You can edit a node through the Node Inspector by clicking on the node.
Dialogue


The Dialogue Node allows you to create dialogue for a specific character. You can also use it to set the emotion that the character is currently feeling.
Properties
Suppress Emotion Animation
If the emotion animation should not be executed.
Suppress Emotion Sound
If the emotion sound should not play.
Show Emotion Bubble
If the emotion bubble should display the emotion sprite.
Bubble Display Length
The length of time the emotion bubble is displayed for.
Automatic Next On Complete
If the dialogue should continue automatically when it's finished being typed out. This may skip dialogue entirely if the Dialogue Box's mode is set to instant.
Dialogue
The dialogue line that the character is speaking.
Voice Line
The voice line which represents the dialogue.
Localized Dialogues
A list of localized dialogues for each locale. This is only available if localization is enabled.
Localized Voice Lines
A list of localized voice lines for each locale. This is only available if localization is enabled.
Choice


The Choice Node allows you to create choices, which can be used to branch out dialogue into unique paths.
Properties
(Timeout) Enabled
If timeout is enabled.
(Timeout) Length
The length of time the player has to make a choice.
(Timeout) Random
If the automatically selected timeout choice should be random.
(Timeout) Index
The index of the automatically selected choice if time runs out.
Choices
A list of choices.
Choice Properties
Name
The name of the choice. It's recommended to ensure this is unique, but not required.
Text
The display text of the choice.
Localized Texts
A list of localized disply texts for each locale. This is only available if localization is enabled.
Delay


The Delay Node simply delays dialogue continuation for some time.
Properties
Delay
The delay length.
Hide Dialogue Box
If the dialogue box should be hidden during this delay.
Sound


The Sound Node simply plays a sound.
Properties
Sound
The sound to play.
Action


The Action Node can modify fields and properties or invoke methods on any GameObject or ScriptableObject. When referencing scene objects, a Scene Target ID is assigned to track them at runtime. If this ID changes—such as due to prefab modifications or scene restructuring—the object may not be located, and the node will be safely skipped during execution.
Properties
Target
The target object.
Scene Target ID
The scene target ID. This is only available if the target is a scene object, as it's used to find the object in the scene.
There may be more properties per parameter if the target class member is a method. You can use the 'Select Option' button to select a target class member.
Boolean


The Boolean Node lets you split a dialogue path based on a true or false condition. Like the Action Node, it allows you to select a class member (method, property, or field), but it's limited to members that return a Boolean value.
Properties
Target
The target object.
Scene Target ID
The scene target ID. This is only available if the target is a scene object, as it's used to find the object in the scene.
There may be more properties per parameter if the target class member is a method. You can use the 'Select Option' button to select a target class member.
Nest


The Nest Node lets you embed another dialogue graph within the current one. When triggered, it runs the nested graph from start to finish, then returns to the original graph and continues from where the Nest Node was called.
Properties
Mode
Controls the dialogue getter behavior. Depending on this vaue, you will be able to set a single Dialogue Graph or a Dialogue Group.
Mode
Single
Only use a single unchanging dialogue.
Chronological
Use a group of dialogues and go through each one by one, then stay at the last one.
Chronological And Repeat
Use a group of dialogues and go through each one by one, then repeat from the start after the final one.
Random
Always select a random dialogue from a group of dialogues.
Search Bar
The search bar can be used to quickly find specific text within Dialogue and Choice nodes. Matching nodes will be highlighted with a thick white border for easy navigation.
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