Dialogue System Setup

A step-by-step lesson for setting up a working dialogue system with the Dialogue Editor, UI components, and runtime playback.

Dialogue System Setup — Tutorial

This lesson walks through setting up a complete dialogue system in a GS_Play project: creating a dialogue database, authoring a branching conversation, wiring up the runtime components, and displaying dialogue in-game with a typewriter effect.

What You Will Build

By the end of this lesson you will have:

  • A dialogue database with multiple sequences
  • Branching dialogue with player choices
  • Performer definitions for your characters
  • Runtime entities with the sequencer, manager, and UI bridge components
  • A working in-game dialogue display with typewriter text reveal

Prerequisites

  • A GS_Play project with GS_Core and GS_Cinematics gems enabled
  • Familiarity with the O3DE Editor (placing entities, adding components)
  • Basic understanding of prefabs and spawning

 

Pages

  1. Create the Database
  2. Author a Conversation
  3. Wire Up the Runtime
  4. Display Dialogue In-Game
  5. Add Player Choices
  6. Conditions and Effects

Overview

The GS_Cinematics dialogue system has three layers:

  • Editor — The Dialogue Editor where you visually author conversations as node graphs
  • Runtime — The DialogueSequencerComponent that executes the graph at runtime
  • UI — DialogueUIComponent and SelectionUIComponent that display text and choices to the player

This tutorial connects all three layers into a working pipeline.