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The Spoken Dialogue entry is used to show a sequence of text to the player. It typically halts other interactions until the player advances or closes the dialogue.

Configuration

text
Var<String>
required
The text content of the dialogue. Supports multi-line input and placeholders.
nextButtonText
Var<String>
default:"Next"
Text displayed on the button to proceed to the next dialogue entry.
showExitButton
Var<Boolean>
default:"false"
Whether to show an explicit exit/close button.
exitButtonText
Var<String>
default:"Close"
Text for the exit button if showExitButton is true.
speaker
Ref<SpeakerEntry>
Reference to a speaker entry to define who is talking (name, icon, sound).

Triggers

startTriggers
List<Ref<TriggerableEntry>>
Triggers to fire when this dialogue starts.
endTriggers
List<Ref<TriggerableEntry>>
Triggers to fire when this dialogue ends naturally (e.g. clicking Next).
cancelTriggers
List<Ref<TriggerableEntry>>
Triggers to fire if the dialogue is cancelled (e.g. via ESC key).
type: dialogue_spoken
text: "Hello traveler! Welcome to our village."
nextButtonText: "Greetings"
speaker:
  type: speaker
  name: "Village Elder"