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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.

If a row mentions StoryAssets, it means the installed runtime asset folder created from assets you imported through VNC.

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 checkText variable target, max length, text filtering, optional Use Filtered Branch route, 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.
ConditionCore with runtime checkBranch order, otherwise path, variable operators, GamePass ownership, Premium checks, reachable merge points.
JumpCoreDestination scene exists and optional node target is valid.
EndCoreSession ends where expected and runtime returns to the expected menu state.
BackgroundCoreImage asset or Parallax preset 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.
Runtime ActionRuntime-only checkRoaming context, action choice, teleport target, character death/gameplay behavior.
Run FunctionRuntime-only checkExtension gate, selected server function module, function return result, and trusted code behavior.
Award BadgeRuntime-only checkBadge ID belongs to the experience, is not already owned, and awards in the installed runtime.
Prompt PurchaseRuntime-only checkProduct/GamePass ID, Purchased route, Cancelled route, GamePass Already Owned route, and Roblox receipt handling for Developer Products.
Wait For Sprite ActivationRuntime-only checkSprite is visible, Interactable is true, target slot/sprite matches.
World WaitRuntime-only checkTouch target, click target, or ProximityPrompt 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.
  • Runtime Action affects the real character/world and should be reached after roaming is enabled.
  • Award Badge depends on Roblox BadgeService and the badge belonging to your experience.
  • Prompt Purchase depends on Roblox MarketplaceService prompt behavior. Developer Product rewards should still be granted through Roblox receipt processing.
  • World Wait listens for a click target when set to click, a touchable part when set to touch, and a ProximityPrompt when set to proximity_prompt.
  • 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.