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Getting Started

To create your dialogues, you need three assets:

  • Dialogus Container

  • Actors

  • Style

To create each one, right-click in your project window. When you hover over "Dialogus," you will see options to create each of these assets.

Dialogus Container

A Dialogus Container stores all data for a specific dialogue.
After creating the file, double-click it to open the Dialogue Editor window.


By default, the Dialogue Editor starts with a Start Node and an End Node.
If they do not appear, simply double-click the container again while the Dialogue Editor window is open.

Creating Nodes

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To add nodes, right-click on the grid and select "Create Node."

A window will appear where you can choose the node or group to create.

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After creating nodes, connect them by dragging from an output port to an input port.


Note: Port colors matter — yellow ports (Choice nodes) can only connect to other yellow ports.
 

The system follows the edges (lines) you create.
All paths must eventually connect to an End Node — otherwise, the dialogue will not finish.

Actors

In most games, dialogues show the name or icon of the character speaking.

If you want to include this information, you need to create an Actor.
 

After creating an Actor asset, left-click to view its settings in the Inspector.

Actor Setup

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  • Assign Actor Name.
     

  • Expressions:

    • If you only need one icon, create a single expression.

    • For multiple expressions (different emotions, etc.), add several using the add button.

    • Checkmark Button: Sets the default expression (used as the main one when assigned in the dialogue).

    • Minus Button: Removes the expression.
       

Note: Make sure all expression names are unique to avoid system errors.

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Style

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To customize the look of your dialogues, create a Style File.
 

When you create a style, a folder is automatically created containing:

  • A Style Object

  • A Style Prefab
     

If you rename the prefab, ensure the style object references the correct Style Prefab.

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Assigning and editing styles

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  • Assign the Style Object in the Dialogue Node’s "Dialogue Style" field.

  • Edit the style by opening the prefab via the Project window or by clicking the "Edit Style" button next to the Dialogue Style field in the Dialogue Node.

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Inside the prefab’s root, you’ll find the Style Script.

 

Here you specify:

  • What elements the style covers (actor icons, actor names, etc.)

  • Whether you’ll use multiple icons or a single one

 

Style Options

  • Use Actor Name

  • Actor Text (assign TMP_Text if Actor Name is enabled)

  • Use Actor Icon

  • Actor Icon (assign Image component if enabled and not using multiple icons)

  • Use Multiple Icon

  • Use Multiple Icon Fixed Pos

 

Multiple Icon Options (when true)

  • Multiple Icon Prefab: Prefab to instantiate for each icon (must have an Image component)

  • Multiple Icon Parent: Parent object for instantiating icons (use a horizontal/vertical/grid layout to avoid overlap)

 

Fixed Position (when both true)

  • Fixed Positions Transform: Assign all pre-created image transforms here. You need at least as many as your maximum actor count.

 

Continue and Choices

  • Continue: Assign the GameObject for the continue button (must have a Button component)

  • Choice: Assign the choice prefab (must have a Button component)

  • Choice Parent: Parent for instantiating choice buttons (use layout groups to avoid overlapping)

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