Dialogue System Setup
A step-by-step lesson for setting up a working dialogue system with the Dialogue Editor, UI components, and runtime playback.
Categories:
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
- Create the Database
- Author a Conversation
- Wire Up the Runtime
- Display Dialogue In-Game
- Add Player Choices
- 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.