Dialogue Manager
Use when using the Dialogue Manager addon, .dialogue files with titles, responses...
Install
npx skills add jame581/GodotPrompter --skill dialogue-manager -g -a claude-code -y- Repository
- jame581/GodotPrompter914
- Category
- Engineering
- Updated
- 3d ago
- License
- MIT
- Context cost
- Mediumabout 3,000 tokens
- Runs scripts
- No, instructions only
What it does
Use when using the Dialogue Manager addon, .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support
Dialogue Manager
Related skills: dialogue-system for hand-rolled dialogue data structures, localization for translating lines, popochiu for full adventure-game workflows.
Addon: Dialogue Manager · version
v3.10.4· Godot 4.6 · MIT · source: https://github.com/nathanhoad/godot_dialogue_manager · GDScript with official C# support.
1. When to use Dialogue Manager
| Approach | Best for |
|---|---|
dialogue-system skill (hand-rolled Resource data) | Full control over data shape, no addon dependency, small dialogue trees |
| Dialogue Manager | Script-like .dialogue text format, branching responses, conditions/mutations, translation pipeline, visual editor tab, official C# wrapper |
| Full adventure-game framework | Point-and-click games needing rooms/inventory/actors bundled with dialogue, Dialogue Manager only owns the dialogue layer |
Choose Dialogue Manager when writers want to author branching dialogue as readable script text (not
Inspector-edited Resources) and you want built-in conditions, mutations, random lines, and a translation
workflow (CSV or PO) for free. If you need dialogue as strongly-typed Resources you fully own, use
dialogue-system instead. Dialogue Manager only handles dialogue, it is not a full adventure/quest
framework, so a larger point-and-click framework would still own rooms, inventory, and actors around it.
2. Install & setup
- Godot AssetLib → search "Dialogue Manager" → Download. Or copy
addons/dialogue_manager/from the GitHub repo intores://addons/dialogue_manager/. - Project → Project Settings → Plugins → enable "Dialogue Manager". This adds a Dialogue main-screen
tab (beside 2D/3D/Script) and registers the
DialogueManagerautoload automatically, no manual autoload step needed. addons/dialogue_manager/plugin.cfg:
