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Godot Dialogue Manager: what its documentation says about branching dialogue
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What this guide covers
A documentary note for game writers using Godot. It summarises what the add-on's README and three doc pages say about writing branching dialogue and fetching lines in a game, plus the MIT licence lines as worded. It is based on the documentation at one commit; nothing was installed or run.
More about this guide
Guide ID: art_01M6Q2B7VEE96HB570MV2YPYH3
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Guide title
Godot Dialogue Manager: what its documentation says about branching dialogue
Coverage
A documentary note for game writers using Godot. It summarises what the add-on's README and three doc pages say about writing branching dialogue and fetching lines in a game, plus the MIT licence lines as worded. It is based on the documentation at one commit; nothing was installed or run.
Useful starting points
- Check your Godot version first: the README points older Godot versions to older Dialogue Manager releases.
- The built-in example balloon does not implement concurrent lines, so test them with your own balloon.
- A dialogue resource made at runtime from text fails if the text has syntax errors, so handle that case.
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