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Dialogue Manager settings are found in Project Settings at the bottom of the General tab under the “Dialogue Manager” section.

Runtime Settings

State Autoload Shortcuts

An array of autoload names that you want to have shortcuts to in your dialogue.
if SomeGlobal.some_property > 0:
  Nathan: There are {{SomeGlobal.some_property}} of them!
This setting allows you to reference properties from your autoloads directly without prefixing the autoload name.

Balloon Path

The balloon scene to instantiate when using DialogueManager.show_dialogue_balloon().
# Set in Project Settings, then use:
var dialogue = load("res://example.dialogue")
DialogueManager.show_dialogue_balloon(dialogue, "start")
Configure this to point to your custom balloon scene so you don’t need to specify it every time.

Ignore Missing State Values

This is an advanced setting. Only enable this if you understand the implications.
When enabled, suppresses errors when properties or mutations are missing from state. This can be useful for prototyping or when you want dialogue to gracefully handle missing state.
# With this enabled, if some_missing_var doesn't exist:
Nathan: I have {{some_missing_var}} items.
# Won't throw an error, will just show empty value

Warn About Method/Property/Signal Name Conflicts

This setting only works in debug builds and has no effect in release builds.
When enabled, displays a warning in the Debugger panel if there is more than one property, method, or signal sharing the same name at the top level. This includes:
  • Extra game states
  • Current scene
  • Autoload shortcuts
This helps you avoid ambiguous references in your dialogue.

Editor Settings

Wrap Long Lines

Controls whether lines in the dialogue editor wrap or horizontally scroll.
  • Enabled: Long lines wrap to fit the editor width
  • Disabled: Long lines require horizontal scrolling

New File Template

Start new dialogue files with this content by default. Useful for adding standard headers, imports, or initial structure to every new dialogue file.
~ start

Nathan: Edit this template in Project Settings!

Missing Translations Are Errors

When enabled, any dialogue lines that don’t have a static ID will be treated as errors.
This is useful when working with translation workflows that require every line to have an explicit ID.

Include Characters in Translatable Strings List

When exporting translations, include character names in the POT export.

Default CSV Locale

The default locale code to use when first exporting a translations CSV file (e.g., “en”, “es”, “fr”).

Include Character in Translation Exports

Advanced setting - enable “Advanced” in Project Settings to see this option.
Includes a _character column in CSV exports that shows which character was speaking each line of dialogue. This can help translators understand context.

Include Notes in Translation Exports

Advanced setting - enable “Advanced” in Project Settings to see this option.
Includes a _notes column in CSV exports for documentation comments that appear in your dialogue files.

Dialogue Processor Path

Advanced setting - enable “Advanced” in Project Settings to see this option.
A path to a class that extends DMDialogueProcessor. Used for pre-processing raw lines and post-processing compiled lines. See Custom Processing for more details.

Custom Test Scene Path

Advanced setting - enable “Advanced” in Project Settings to see this option.
Use a custom test scene when running “Test” from the dialogue editor. The scene must extend BaseDialogueTestScene. This allows you to customize the test environment with your game’s specific setup, UI, or state.

Extra Auto Complete Script Sources

Advanced setting - enable “Advanced” in Project Settings to see this option.
Add script files to check for top-level auto-complete members. Any scripts added here are assumed to be available in all dialogue files. This is useful if your balloon or other runtime components insert themselves into extra_game_states at runtime.
# If your balloon adds itself to extra_game_states,
# add the balloon script here to get autocomplete for its methods

Best Practices

Start Simple: Begin with just the Balloon Path setting configured. Add other settings as your project’s needs grow.
  1. Use State Autoload Shortcuts sparingly - only for frequently accessed autoloads
  2. Enable translation settings early if you plan to localize your game
  3. Custom Test Scene helps catch issues early when your game has complex state requirements
  4. Dialogue Processor is powerful but adds complexity - only use when necessary

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