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Dialogue triggers
Dialogue trigger is a controlled gameplay component for signs, guides, and short instructions. It behaves the same in Workshop test mode, solo play, and authoritative rooms, without custom code.
Add and edit dialogue
- Open Pieces and add Dialogue trigger, or attach the component to an object.
- Position and resize its sensor Collider over the area a player should touch.
- In Object Inspector, enter a speaker and up to eight lines. Put each paragraph on its own line.
- Run Test Rift and walk through the sensor.
By default, each player sees a trigger once per loaded play session. Enable repeatable dialogue to allow it after leaving and returning, or add Interaction prompt to require a deliberate press/hold. The panel advances one line at a time with Next. After the last line it either closes or shows up to four authored choices. Seen state survives room reconnect and prediction reconciliation; Persistent save can retain it across visits.
Safety and limits
- Dialogue requires a Transform and sensor Collider.
- Speaker names contain 1–40 characters.
- Dialogue contains 1–8 non-empty lines, each at most 240 characters.
- Content and choice labels are plain text. HTML, links, player-entered text, and executable creator code are not accepted.
- A trigger has at most four choices. Selecting one can run a controlled
dialogue_choice_IDRiftScript event and show up to eight fixed response lines. - The server decides when a published trigger is reached; the browser only presents its bounded event.