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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

  1. Open Pieces and add Dialogue trigger, or attach the component to an object.
  2. Position and resize its sensor Collider over the area a player should touch.
  3. In Object Inspector, enter a speaker and up to eight lines. Put each paragraph on its own line.
  4. 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_ID RiftScript 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.

PixelRifts creator documentation · generated reference · protocol 21