Quest Tree
  • Quest Tree Documentation
  • đŸ•šī¸Quick Start
    • Installation
    • Start Editing
  • 🎓Tutorials
    • Videos
    • Example Scenes
  • 🧩Components
    • Core Defaults
      • Quest Tree Initializer
      • Quest Tree Sync
      • General Dialogue
      • Default Quest Provider
    • Default UI
      • Default Choice Button
      • Default Dialogue Window
      • Default Dialogue Window Triggerer
      • Default Input Handler
      • Default Item Slot
      • Default Memorable Message
      • Default Quest Foldout
      • Default Quest Foldout Item
      • Default Quest HUD
      • Default Quest HUD Item
      • Default Quest Message UI
      • Default Quest Window
      • NPC World Canvas Handler
    • World Triggers
      • World Dialogue Trigger
      • World Quest Completer
      • World Quest Failer
      • World Quest Receiver
      • World Requirement Trigger
  • âš™ī¸Systems
    • Quest Tree
      • Editor Window
      • Quest Types Editor
      • Settings
      • Character
      • Items
        • Item
    • Dialogue Tree
      • Editor Window
        • Nodes
          • Dialogue Node
          • Choices Node
          • Receive Node
          • Complete Node
          • Trigger Node
          • Boolean (If) Node
      • Settings
      • Quest Dialogue
      • General Dialogue
  • 📄Scripting
    • Quests
      • Getting Quests
        • Quest Find Settings
      • Working with Quests
        • Quest Types
        • Child Quests
        • Quest NPCs
        • Requirements
      • Managing Quest States
    • Dialogue
      • Getting Dialogue
      • Dialogue Graph
        • Working With the Graph
    • Initialization
    • Disconnect
    • Syncing
    • Events
    • Saving/Loading
    • Player Recognition
    • Choices
    • Items
      • Rewards
        • Managing Granted Rewards
    • Characters
    • Requirements Manager
    • Procedural Generation
  • đŸ› ī¸Support
    • Getting Help
  • 📚Changelogs
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On this page
  • Understanding Core Concepts
  • The Initial Node
  • Node Connections
  • Current Node
  • End Dialogue
  1. Systems
  2. Dialogue Tree
  3. Editor Window

Nodes

Explaining all dialogue editor nodes.

Understanding Core Concepts

The Initial Node

The initial node must be set for any dialogue, whether it's quest or general dialogue. The initial node is the node that the dialogue should start with. The initial can be either a dialogue, choices, or Boolean node.

A button will be visible in the Dialogue Tree inspector for the potential initial node. Once a node is set as the initial node, it will lose its input port.

Optionally, a trigger node can be used to tell the dialogue graph where to start (quest dialogue only).

Node Connections

A node connection can be created by simply dragging an input or output port into another port.

Current Node

The dialogue system keeps track of the current node through connections. At the start, the current node is (usually) the initial node. From there, the current node changes based on the connections to other nodes.

End Dialogue

There is no special node or method to end dialogue. The dialogue simply ends if the current node has no connections.

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Last updated 9 months ago

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