Step 1: Create the Database
Create a dialogue database and define performers.
Create a dialogue database and define performers.
Build a simple linear dialogue sequence using Text and End nodes.
How to author and play back branching dialogue in GS_Play — the Dialogue Editor, node types, conditions, effects, performances, and the runtime sequencer.
A step-by-step lesson for setting up a working dialogue system with the Dialogue Editor, UI components, and runtime playback.
Place the runtime components needed to play dialogue sequences in-game.
Node-graph dialogue sequences, cinematic stage management, polymorphic performances, and world-space UI with typewriter and audio babble.
How to display dialogue text, player choices, and typewriter effects in GS_Play — screen-space and world-space UI components and the bridge that connects them to the sequencer.
Set up dialogue UI components for text display and typewriter effect.
How to move and reposition actors during dialogue in GS_Play — the polymorphic performance system, built-in movement types, and async completion.
Add branching dialogue with Selection nodes and choice UI.
Gate dialogue branches with conditions and trigger game effects from dialogue.