Runtime Settings
State Autoload Shortcuts
An array of autoload names that you want to have shortcuts to in your dialogue.Balloon Path
The balloon scene to instantiate when usingDialogueManager.show_dialogue_balloon().
- GDScript
- C#
Ignore Missing State Values
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.Warn About Method/Property/Signal Name Conflicts
This setting only works in debug builds and has no effect in release builds.
- Extra game states
- Current scene
- Autoload shortcuts
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.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
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
Includes a_notes column in CSV exports for documentation comments that appear in your dialogue files.
Dialogue Processor Path
A path to a class that extendsDMDialogueProcessor. Used for pre-processing raw lines and post-processing compiled lines.
See Custom Processing for more details.
Custom Test Scene Path
Use a custom test scene when running “Test” from the dialogue editor. The scene must extendBaseDialogueTestScene.
This allows you to customize the test environment with your game’s specific setup, UI, or state.
Extra Auto Complete Script Sources
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 intoextra_game_states at runtime.
Best Practices
Start Simple: Begin with just the Balloon Path setting configured. Add other settings as your project’s needs grow.
- Use State Autoload Shortcuts sparingly - only for frequently accessed autoloads
- Enable translation settings early if you plan to localize your game
- Custom Test Scene helps catch issues early when your game has complex state requirements
- Dialogue Processor is powerful but adds complexity - only use when necessary