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Dialogue Preview Window

Open via Threader → Dialogue Preview (or Ctrl+Shift+P).

Runs a complete dialogue playthrough entirely inside the Editor — no Play mode required. Uses the same DialogueRunner as production, so the behaviour is identical to runtime.


Fields

Field Description
Graph Drag any DialogueGraph asset here
Start From Choose the default start node or any named entry point
Variables Drag one or more DialogueVariables assets here; values are seeded from defaults and shown live in the right panel
Dialogue log Scrollable transcript — NPC lines, player choices, events (✏ Set, ↩ Jump, ✀ FireEvent, etc.), and system messages
Show hidden Toggle to reveal choices that are hidden by failed conditions
Copy Log Copies the full transcript to the clipboard

How it works

Variable values are seeded from the asset defaults when you click Play and reset when you click Stop — the on-disk ScriptableObject is never modified by the preview. This makes it safe to iterate without affecting your game state.

{varName} and {varName:name} tokens are resolved in the preview log, so what you see matches exactly what players see at runtime.

The preview runs fully in edit mode — no need to enter Play mode to test conversation flow, check conditions, or verify variable substitution.

Dialogue Preview Window


Workflow tips

  • Test entry points — use the Start From dropdown to jump into any branch directly without having to play through the whole graph
  • Debug conditions — enable Show hidden to confirm that failing conditions are correctly hiding/locking the right choices
  • Check variable tokens — drag in your DialogueVariables asset and confirm {varName} substitution looks right before going into Play mode
  • Copy log for review — use Copy Log to paste the full transcript into a document for writer review or QA notes