Dialogue Node

Modified on Thu, 22 Jan at 6:54 PM

Overview

Dialogue Nodes are strictly for character interactions. They represent spoken lines from a specific character (or entity) in your game. Unlike Description Nodes, Dialogue Nodes are visibly attributed to a "Speaker".

Configuration Steps

1. Select the Speaker

Every line of dialogue needs a source.

  • Select Asset: Choose an Asset from your project to be the speaker (e.g., "Hero", "Villain"). The node will automatically display the Asset's name and image.

2. Dialogue Content

This is what the character says. You can use the Rich Text Editor to:

  • Write the spoken text.
  • add emphasis (bold, italics) to specific words.
  • Insert variables to make the dialogue dynamic (e.g., "Hello, [PlayerName]!").

3. Text Codes (Advanced)

Just like Description Nodes, Dialogue Nodes can be assigned a Text Code for localization and external text management.

4. Voiceovers (Optional)

You can attach audio files for voice acting.

  • Multiple Languages: Supports separate audio files for different languages if your project is set up for localization.

Common Use Cases

Conversations

  • Quest Givers: "Greetings traveler! I have a task for you."
  • Party Banter: Characters talking to each other.

Dynamic Responses

  • Reactions: "[PlayerName], watch out!" (Using a variable).
  • Conditional Dialogue: Using different Dialogue Nodes branching from a Condition Node to show different reactions based on valid facts.

Was this article helpful?

That’s Great!

Thank you for your feedback

Sorry! We couldn't be helpful

Thank you for your feedback

Let us know how can we improve this article!

Select at least one of the reasons
CAPTCHA verification is required.

Feedback sent

We appreciate your effort and will try to fix the article