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Node Reference

Nodes are how a scene becomes playable. Each node does one focused job, then points to what should happen next.

If you are unsure what node to add, ask what the story is trying to do at that moment: speak, ask, branch, change state, change the stage, wait, touch the Roblox world, jump, or end.

  • Dialog shows speaker text and optional typewriter behavior.
  • Text Input prompts the player and stores submitted text.
  • Choice presents options and routes each option to another node.
  • Condition branches based on variable state.
  • Jump moves to another scene or chapter.
  • End ends the current story path.

Node Status

See which nodes are core, beta, runtime-only, or extension-adjacent before building a large route. Check node status.

Variables & Text

Learn how Store in Variable, text templates like {playerName}, conditions, and character names from variables work. Open the guide.

  1. Start with a presentation node if the scene needs a background, title card, or audio change.
  2. Add dialog nodes for the main conversation.
  3. Add a choice or condition where the story branches.
  4. Connect each branch to its target node.
  5. Merge branches back together when the story returns to a shared path.
  6. End the path or jump to the next scene.

Nodes that depend on missing setup show warnings in the Properties panel and Story Map. For example, a sprite node needs a sprite, and a scene needs a valid starting node.

Warnings are not always errors while drafting. They are the editor telling you, “this node may not be playable yet.”

Missing dependency

A node points at an asset, variable, scene, character, or target that does not exist yet.

Incomplete flow

A scene has no start node, a choice option has no target, or a node expects a next target that has not been connected.

Invalid setup

A property is present but cannot be used safely by the runtime, such as a non-string variable on Text Input.

  • Background and overlay transitions default to cut.
  • Sprite enter and exit transitions default to slide.
  • Sprite update transitions default to hop.
  • Audio defaults to the bgm track and play action when unset.
  • Dialog typewriter speed defaults to project speed, which defaults to 1.
  • Choice timeout defaults are 5 seconds, choice ID timeout, and text No choice made when the timeout path uses defaults.

Nodes should be explicit. Creating a Sprite Enter node should not silently create the sprite asset it references. Creating a scene should not guess a start node forever. If a node needs another asset, variable, scene, or target to work, the editor should show a warning or offer an explicit create action.

This makes projects more predictable:

  • Missing dependencies are visible.
  • Runtime behavior does not depend on hidden fallback assets.
  • Authors can scaffold a scene without the editor inventing story data.
  • Validation can catch broken paths before a player reaches them.
Start with variables and text Check node status