Pacing
Check dialog order, title-card timing, waits, choices, and the feel of a scene.
Preview is the fast feedback loop. Output is the place to look when that loop cannot continue.
Together, they help you catch missing connections, missing assets, invalid variables, and unreachable paths before you test the installed runtime.
Preview also helps while you are editing presentation. When no story preview session is active, selecting a presentation-bearing node shows its own settled appearance in the Preview panel. The preview uses the node’s direct assets, style references, and authored fields, but it does not replay earlier nodes or carry presentation forward from the story graph. These selection previews update as you edit in Properties.
The same stopped-preview inspection works for Parallax Background presets and layers, Sprite assets and poses, and Prompt Style Presets. A selected parallax layer is emphasized so you can see what you are editing; validation warnings remain in Properties and Output instead of covering the preview.
Node selection previews are static. Transitions, title-card timing, parallax motion, dialog cue effects, branches, waits, audio, purchases, badges, runtime extensions, and other gameplay side effects do not run. Use Preview From Here when you need the selected node with actual story context and playback. Starting story preview always takes precedence over the current selection preview.
When a running preview reaches Roaming, the Preview panel shows a neutral badge so you can tell the story has handed the view to the 3D world.
Pacing
Check dialog order, title-card timing, waits, choices, and the feel of a scene.
Presentation
Check backgrounds, parallax layers, overlays, sprites, effects, audio changes, portraits, and scroll sounds.
Branches
Try each choice path and condition path before the route becomes large.
Quick fixes
Use Properties warnings and Output messages to repair the current path.
You can also start from a selected node with Preview From Here. This is useful when a scene is long and you only need to test a late branch.
Preview From Here first tries to follow a reachable route from the scene start to the selected node, including choice and condition branches. It replays that route so backgrounds, parallax presentation, sprites, audio, variables, and other earlier story state carry into the selected node. If the selected node has no reachable route from the scene start, Preview starts directly at that node instead.
Preview the full route when you need to confirm the exact choices or conditions a player will encounter. Preview From Here chooses a route that reaches the selected node; it does not replace testing every alternate branch.
| Control | Use it for |
|---|---|
| Start Preview | Start from the selected preview start scene. |
| Preview From Here | Start from a selected node in the current scene. |
| Set as Preview Start | Make a scene or chapter the default preview start. |
| Step Backward | Rewind one preview action. |
| Step Forward | Advance or redo one preview action. |
| Play / Pause | Toggle automatic preview playback. |
| Preview Render Size | Switch between 720p and 1080p logical preview sizes. |
Output reports missing required links, missing assets, unsupported field values, and story structure problems found during compile.
Output and the status bar report actions such as asset imports, project saves, runtime installs, preview start changes, and compact error/warning counts.
Warnings are not decoration. They tell you which field is likely to stop a route from behaving the way you expect.
Preview can simulate many story choices, timers, text input, sprite activation, and world triggers. It cannot prove everything that happens in a Roblox play session.
Use the project’s Preview Platform Conditions for deterministic Badge, GamePass, and Premium branches while authoring. Missing overrides warn and use false. Use Testing Runtime for authoritative live ownership, saves, settings, text filtering, purchase prompts, player movement, teleport destinations, click triggers, touch triggers, ProximityPrompt triggers, and custom runtime behavior.
When preview and Output agree, you have a good authoring signal. When the installed runtime also behaves correctly, you have a route you can build on.