# Object Manager

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**Window  > Feel Speak > Object Manager**

The Object Manager is used to manage Feel Speak's objects such as dialogue groups, dialogue graphs, characters, and emotions.

Objects can be created and deleted with the plus and trashcan buttons at the bottom.

## Dialogue Graphs

A Dialogue Graph stores all the dialogue data for a single conversation, including all nodes and connections. It represents the full structure and flow of that specific dialogue sequence, allowing you to define how the conversation progresses.

### Properties

| Name | Description                     |
| ---- | ------------------------------- |
| Name | The name of the dialogue graph. |

### Open In Dialogue Editor

The "Open In Dialogue Editor" button opens the dialogue graph in the [dialogue-editor](https://stylishesper.gitbook.io/feel-speak/feel-speak-lite/editors/dialogue-editor "mention").

## Characters

A Character defines the basic data for a specific character, including their name, appearance, and other identifying information. It also allows you to configure preset settings for each emotion the character can express.

### Properties

| Name       | Description                                                                                                                   |
| ---------- | ----------------------------------------------------------------------------------------------------------------------------- |
| Name       | The name of the character. This can be used for searching purposes.                                                           |
| Sprite     | The main sprite that represents the character.                                                                                |
| Text Sound | The regular text sound that plays during dialogue when this character is speaking (typewriter effect only).                   |
| Text Color | The text color applied to the name of the character when displayed in the Name Tag and in dialogue with the \<character> tag. |

#### Per Emotion Settings

| Name                    | Description                                                                                                                   |
| ----------------------- | ----------------------------------------------------------------------------------------------------------------------------- |
| Sprite                  | The sprite that represents the character for that specific emotions.                                                          |
| Animation Name Override | A name of the animation state that overrides the emotion's animation state for this character when they express this emotion. |

## Emotions

An Emotion defines a shared set of settings used to represent a specific emotion—such as 'happy,' 'angry,' or 'sad.' These settings can include things like default sprites, sounds, or animations, and are applied universally across all characters that express that emotion. This helps maintain consistency while allowing characters to override certain elements as needed.

### Properties

| Name                  | Description                                                                              |
| --------------------- | ---------------------------------------------------------------------------------------- |
| Name                  | The name of the emotion. This can be used for searching purposes.                        |
| Sprite                | A sprite that represents the emotion.                                                    |
| Text Speed Multiplier | Multiplies the dialogue text speed when this emotion is being expressed.                 |
| Text Color            | The color of the text when to display the emotion name with the \<emotion> tag.          |
| Sound                 | A sound that plays immediately when the emotion is expressed.                            |
| Anim Name             | The name of the animation state for a speaker to trigger when this emotion is expressed. |
