Dialogue Editor

Going over the Dialogue Editor.

The Dialogue Editor allows you to visually edit a Dialogue Graph.

Right-clicking in a blank space in the graph will open the menu options.

Option
Description

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

Name
Description

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

Name
Description

(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
Description

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

Name
Description

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

Name
Description

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

Name
Description

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

Name
Description

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

Name
Description

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

Name
Description

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.

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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