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Node Status

Every node on this page can be inserted and checked by the project. The difference is how much extra testing it needs.

Use this page when you are deciding whether a node belongs in an early draft, a playable beta route, or a feature that should wait until your project has stronger runtime coverage.

Core

Use freely for ordinary story routes. Still test them, but these are the main authored path.

Beta

Usable, but more likely to reveal edge cases around timing, preview, UI, or project setup.

Runtime-only check

Preview can simulate some behavior, but a real installed runtime is the only meaningful test.

Extension-adjacent

Works best when you understand the current extension and runtime boundaries.

NodeStatusWhat to test
DialogCoreSpeaker, text templates, typewriter timing, cues, portrait override, scroll sound, append behavior.
Text InputCore with runtime checkString variable target, max length, text filtering, downstream templates.
ChoiceCoreOption targets, locked text, conditions, stored option ID, optional timeout path.
Set VariableCoreOperation matches variable kind and later conditions read the expected value.
ConditionCoreBranch order, otherwise path, boolean operators, reachable merge points.
JumpCoreDestination scene exists and optional node target is valid.
EndCoreSession ends where expected and runtime returns to the expected menu state.
BackgroundCoreAsset exists in StoryAssets and transition timing is acceptable.
OverlayCoreimage, color, and clear modes; transparency from 0 to 1.
Sprite EnterCoreSprite asset, pose, slot, position mode, transition, interactable flag.
Sprite UpdateCoreInherited position behavior, pose changes, offsets, update transition.
Sprite ExitCoreSlot target versus sprite target, exit transition, hidden sprite cleanup.
AudioCorebgm, ambient, or sfx track; play versus stop; fade and volume.
SFXCoreOne-shot playback, volume, playback speed.
EffectCoreTarget, slot when target is sprite, intensity, duration.
Portrait LinkBetaCharacter target, missing portrait behavior, later dialog portrait refresh.
Scroll Sound LinkBetaCharacter target, none behavior, later dialog scroll sound selection.
UI VisibilityBetaDialog/sprite visibility restoration and routes that hide UI before interactive prompts.
WaitCoreTimer duration and menu pause behavior in runtime.
Title CardCoreDuration, fade in, fade out, variable templates.
RoamingRuntime-only checkPlayer controls with your experience’s controller setup.
Teleport PlayerRuntime-only checkInstance path resolves to a Roblox part or Model; character lands correctly.
Wait For Sprite ActivationRuntime-only checkSprite is visible, Interactable is true, target slot/sprite matches.
World WaitRuntime-only checkTouch target or click target exists and fires for the right player.

Preview uses the same shared story runtime for node state. It can advance, choose options, resolve choice timeouts, submit synthetic text input, activate matching interactable sprites, and resolve a synthetic world trigger.

World-facing nodes are the most sensitive in beta because they depend on your place hierarchy and Roblox runtime behavior.

  • Roaming uses Roblox’s standard character controls. If your game replaces controls, test that integration yourself.
  • Teleport Player resolves paths like workspace.SpawnLocation or game.Workspace.SpawnLocation; the target must be a part or model.
  • World Wait listens for a click target when set to click and a touchable part when set to touch.
  • Wait For Sprite Activation depends on a sprite already being visible and marked Interactable.

These nodes are usable, but they should be part of a play-test checklist, not only an editor preview.