Dialogue
What it does
Dialogue opens a branching conversation for the player. Build questions and response choices in the dialogue graph, then use task states to decide when the conversation begins.
Each player progresses through the conversation separately.
Required item compatibility
Add it through a compatible item that shows Dialogue in its Tasks panel.
Setup
- Add Dialogue to the task state that should begin the conversation.
- Enter a Title and optional Good Bye Text.
- Select Open Graph.
- Create a clear opening question, add player choices, and connect each choice to its next question.
- Test every choice and the exit path as a player.
- Turn on audio only after the conversation structure is complete.
Settings
| Setting | What it means |
|---|---|
| Title | Name shown with the conversation. |
| Good Bye Text | Text shown for the player's leave option. |
| Audio | Uses audio for the completed dialogue when available. |
| Audio Feedback | Shows the result of the audio preparation attempt. |
| Hide After Finish | Closes the conversation after its finish path. |
| Reset Afer Leave | Starts the conversation over after the player leaves. This is the current panel label. |
| Voice / Custom Voice Text | Chooses or supplies the voice used when audio is enabled. |
| Open Graph | Opens the editor for questions, responses, and connections. |
| Trigger On Close | Adds follow-up task behavior when the player closes the conversation. |
Tiny example
A museum guide opens a conversation titled Curator. Players choose between “Tell me about this exhibit” and “Where should I go next?”
Test and troubleshoot
- Make one obvious opening question before adding branches.
- Test every response, including the leave option.
- If no conversation opens, verify that the task reaches the state containing Dialogue.
- Test audio only after every text path is complete.
- Use a single-player flow for dialogue; it is not a shared group conversation.
