Core
Use freely for ordinary story routes. Still test them, but these are the main authored path.
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.
| Node | Status | What to test |
|---|---|---|
| Dialog | Core | Speaker, text templates, typewriter timing, cues, portrait override, scroll sound, append behavior. |
| Text Input | Core with runtime check | Text variable target, max length, text filtering, optional Use Filtered Branch route, downstream templates. |
| Choice | Core | Option targets, locked text, conditions, stored option ID, optional timeout path. |
| Set Variable | Core | Operation matches variable kind and later conditions read the expected value. |
| Condition | Core with runtime check | Branch order, otherwise path, variable operators, GamePass ownership, Premium checks, reachable merge points. |
| Jump | Core | Destination scene exists and optional node target is valid. |
| End | Core | Session ends where expected and runtime returns to the expected menu state. |
| Background | Core | Image asset or Parallax preset exists in StoryAssets, and transition timing is acceptable. |
| Overlay | Core | image, color, and clear modes; transparency from 0 to 1. |
| Sprite Enter | Core | Sprite asset, pose, slot, position mode, transition, interactable flag. |
| Sprite Update | Core | Inherited position behavior, pose changes, offsets, update transition. |
| Sprite Exit | Core | Slot target versus sprite target, exit transition, hidden sprite cleanup. |
| Audio | Core | bgm, ambient, or sfx track; play versus stop; fade and volume. |
| SFX | Core | One-shot playback, volume, playback speed. |
| Effect | Core | Target, slot when target is sprite, intensity, duration. |
| Portrait Link | Beta | Character target, missing portrait behavior, later dialog portrait refresh. |
| Scroll Sound Link | Beta | Character target, none behavior, later dialog scroll sound selection. |
| UI Visibility | Beta | Dialog/sprite visibility restoration and routes that hide UI before interactive prompts. |
| Wait | Core | Timer duration and menu pause behavior in runtime. |
| Title Card | Core | Duration, fade in, fade out, variable templates. |
| Roaming | Runtime-only check | Player controls with your experience’s controller setup. |
| Runtime Action | Runtime-only check | Roaming context, action choice, teleport target, character death/gameplay behavior. |
| Run Function | Runtime-only check | Extension gate, selected server function module, function return result, and trusted code behavior. |
| Award Badge | Runtime-only check | Badge ID belongs to the experience, is not already owned, and awards in the installed runtime. |
| Prompt Purchase | Runtime-only check | Product/GamePass ID, Purchased route, Cancelled route, GamePass Already Owned route, and Roblox receipt handling for Developer Products. |
| Wait For Sprite Activation | Runtime-only check | Sprite is visible, Interactable is true, target slot/sprite matches. |
| World Wait | Runtime-only check | Touch 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.
Preview does not prove published-place saves, Roblox text filtering, purchase prompts, GamePass ownership, Premium checks, actual character controls, click target events, touch physics, ProximityPrompt behavior, teleport character placement, or extension loading.
World-facing nodes are the most sensitive in beta because they depend on your place hierarchy and Roblox runtime behavior.
click, a touchable part when set to touch, and a ProximityPrompt when set to proximity_prompt.These nodes are usable, but they should be part of a play-test checklist, not only an editor preview.