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Properties Panel

The Properties panel exists because the same story graph has many kinds of editable data. Selecting a story, chapter, scene, node, variable, character, sprite, pose, choice option, or condition branch should show the fields that matter for that exact item.

That keeps editing local. You do not need to hunt through project JSON to change a dialog line, a sprite pose, a choice condition, or the runtime menu colors.

General fields

Name, title, text, selected assets, variable choices, and other fields that define the selected item.

Flow fields

Fields such as Next, Otherwise, Scene Starts At, or jump destination fields.

Advanced groups

Optional behavior that most authors do not need immediately, such as dialog overrides, cues, sprite positioning, fades, and playback details.

Warnings

Missing dependencies or invalid setup are shown near the field that needs attention.

  1. Select an item in the Explorer or Story Map.
  2. Open the relevant section in Properties.
  3. Fill required fields first.
  4. Resolve warnings on the path you want to preview.
  5. Use advanced fields only when the default behavior is not enough.

Common required fields include Story Starts At on the story, Scene Starts At on a scene, Store In Variable on Text Input, Variable on Set Variable, Destination on Jump, and asset fields on presentation nodes.

Advanced groups are still authored data. A Dialog node can override typewriter speed, skippability, portrait, scroll sound, auto-advance timing, sprite emphasis, dialog UI preset, and text cues without changing the rest of the project.

Some fields need another project item before they can work. For example, a Sprite Enter node needs a sprite asset, and a Text Input node needs a string variable.

When a required item does not exist, Properties may show a non-editable field with a create or import button such as Create Sprite, Create Variable, Create Dialog, Import Background, or Import Audio. Use that button when you want the missing dependency created explicitly.

Warnings point at missing or unsafe setup. The same warning can appear in Properties, the Explorer, and the Story Map so you can find the problem from whichever view you are using.

Examples include:

  • A Background node points at a missing background asset.
  • A Sprite Update node references a pose that is not on the selected sprite.
  • A Text Input node targets a missing variable or a non-string variable.
  • A Condition branch has no project variable.
  • A Jump node points at a scene that no longer exists.