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Module Settings

Module settings hold the project-wide defaults for conversation behaviour. Open them with:

BardTreeLtd/Dialogue/Module Settings

That opens a dedicated window rather than the raw inspector, with the settings grouped into the sections below. The underlying asset lives at Assets/BardTreeLtd/Resources/DIALOGUE-SYSTEM/System/DialgoueSystemSettings.asset -- see Scene Setup for the note about that filename.

Most of these are defaults rather than hard rules. Individual conversations can depart from the conversation flow, player control, and cursor settings through conversation overrides.

Conversation Flow

SettingDefaultDescription
Default Dialogue TreenoneFallback tree used when an NPC has no assigned dialogue tree.
End When Player Stops InteractingonAuto-closes the conversation when the player looks away from the NPC.
Mood RepositorynoneProject-wide mood set. Agents can carry their own. See Mood.

The window warns you if End When Player Stops Interacting is on while both movement and look are disabled -- the player cannot look away, so the setting does nothing.

World & Physics

SettingDefaultDescription
Pause World During ConversationoffSets Time.timeScale to 0 during dialogue.
Disable Cloth During ConversationonDisables cloth simulation on the speaking agent during dialogue.

Leave cloth disabling on when pausing the world. Cloth simulation produces visible artefacts when time resumes, and the window warns about this combination.

Player Controls

SettingDefaultDescription
Disable Player MovementonBlocks movement input for the duration of the conversation.
Disable Player LookoffBlocks look input.
Manage Cursor During DialogueoffWhether the cursor policy changes cursor state at all.
Show CursoronCursor visibility during conversations.
Cursor Lock ModeNoneLock mode to apply. None is what lets the player click options.

The cursor fields are disabled unless Manage Cursor During Dialogue is on. Which player rig actually gets blocked is decided by IPlayerInputBinding, not here -- see Conversation Policies.

Camera

SettingDefaultDescription
Camera BackendCinemachineNone disables the camera system entirely. Cinemachine requires the package.
Camera SettingsnoneShot selection profile. Falls back to Resources/DIALOGUE-SYSTEM/Camera/CameraSettings.
Default Blend Time0.5sBlend duration when a shot specifies none.
Collision Masklayer 0Layers raycast against to avoid placing the camera inside geometry.

The Cinemachine option is greyed out when the package is not installed, and the window offers a button that opens Package Manager at com.unity.cinemachine. If the asset already selects Cinemachine while the package is missing, no camera control happens at all until you install it. See Camera.

Agent Detection

How the player finds an NPC to talk to.

SettingDefaultDescription
Detection ModeRaycastRaycast, SphereCast, or Proximity.
Max Distance5How far detection reaches, in units.
Sphere Cast Radius0.5Width of the sphere cast. Range 0.05 to 2.
Detection Angle30Cone angle for proximity detection. Range 1 to 90.
Detection Layer MaskallLayers checked during detection.
Require Line Of SightonWhether obstacles block detection.

See Player Conversations.

Conversation Triggers

Agent-to-agent triggering. See Conversation Triggers.

SettingDefaultDescription
Enable Conversation TriggersonMaster toggle for the whole trigger system.
Auto AttachDialogueAgentsDisabled, DialogueAgents, or AllAgents.
Default SensenoneSenseDefinition used when a trigger source has no profile sense.
Default Headless TreenoneFallback tree when agents have no headless tree assigned.
Evaluation Tick Interval3sHow often triggers are evaluated. Range 0.5 to 30.
Default Cooldown30sGlobal cooldown between triggers. Range 0 to 300.
Default Probability0.5Chance a successful perception becomes a conversation.
Player Conversation Cooldown0sCooldown on an agent after it finishes a player conversation.
Exclude PlayeronWhether the player agent is excluded as a trigger target.
Max Triggers Per Tick0Caps conversations started per tick, as a fraction of total sources.

Input

SettingDefaultDescription
Input ModeAutoDetectForce keyboard or gamepad prompts, or detect from the last device used.
Input ActionsnoneAn InputActionAsset with a Dialogue action map. Falls back to the built-in default.

See Input System.

UI

SettingDefaultDescription
Default ThemenoneThe DialogueUiTheme applied at startup.
Reference Resolution2560 x 1440CanvasScaler reference resolution for the dialogue canvases.
Match Width Or Height1CanvasScaler match value. 0 matches width, 1 matches height.

Buttons alongside the theme field create, select, and ping a theme asset. See UI and Theming.

Overhead Text

Floating text above the speaking NPC's head. See Agent-to-Agent Conversations.

SettingDefaultDescription
EnabledoffMaster toggle for overhead text.
Headless OnlyoffShow it only for agent-to-agent conversations, never alongside a panel.
World Text PrefabnonePrefab instantiated for each bubble.
Head Offset(0, 2, 0)Offset from the agent's origin.
Max Width4Wrap width in world units.
Font AssetnoneTextMeshPro font.
Font Size36Font size.
Text ColorwhiteText colour.
Show BackgroundonDraw a panel behind the text.
Background Color50% blackBackground colour.
Background Padding(0.15, 0.08)World-unit margin around the wrapped text.
Billboard To CameraonKeep the text facing the camera.
Fade In/OutonFade bubbles in and out.
Fade Duration0.2sFade time.

Keep Max Width under the spacing between two speakers, or their bubbles overlap.

With CIVIL-AI-SYSTEM installed, these settings also set the look of Civil AI barks, and you can edit them from its Barks settings tab too. Enabled and Headless Only don't affect barks. See CIVIL-AI-SYSTEM Integration.

Typewriter

SettingDefaultDescription
EnabledonReveal text character by character.
Characters Per Second30Reveal speed. Higher is faster.
Sync With AudiooffMatch the reveal duration to the beat's audio clip length.
Apply To Overhead TextonType overhead world text out too.

Apply To Overhead Text matters more than it looks. Headless conversations have no panel, so overhead text is the only place their lines are typed at all.

With the typewriter off entirely, lines land all at once and self-paced conversations depend entirely on the reading hold for their pacing.

Reading Hold

How long a beat lingers after its content finishes. See Progression and Timing.

SettingDefaultDescription
EnabledonTurn off to advance as soon as content finishes.
Minimum Hold0.7sShortest hold, however short the line. Range 0 to 5.
Reading Speed18 cpsCharacters per second used to size the hold. Range 1 to 60.
Revealed Hold Factor0.35Fraction of reading time still owed when the line was typed or voiced.
Maximum Hold4sUpper bound. Range 0 to 15.

Portrait

SettingDefaultDescription
EnabledonShow a character portrait in the dialogue panel.
Default PortraitnoneUsed when an agent has no portrait of its own.

Debug & Diagnostics

See Debugging.

SettingDefaultDescription
Enable Debug ModeoffMaster switch. Every option below is gated on it.
Log Trigger EvaluationonLog why each trigger fired or was skipped.
Log Sense PerceptiononLog sense perception results.
Log Chat FlowonLog node navigation and beat playback.
Draw Sense GizmosonDraw sense ranges in the scene view.
Draw Conversation LinksonDraw links between conversing agents.

The five sub-toggles default to on but produce nothing until Enable Debug Mode is ticked, so turning debug mode on gives you everything at once. Turn individual channels off from there.

Practical advice

The settings you will actually change on a new project are the default theme, the agent detection distance, and the debug toggles. Everything else has a default chosen to work.

Before changing a setting to fix one conversation, check whether a conversation override is the better tool. Overrides exist so that one scripted moment does not force a project-wide change.

Next step

Continue to Scene Setup if you have not set a scene up yet, or Dialogue Agents.