Guide: AI-Assisted Authoring Workflow
Use command-based AI assistance inside the graph editor to rewrite dialogue, insert nodes, and extend branches — with a draft preview step before any change is applied.
Authoring loop
- Open an existing
DialogGraphasset in the graph editor. - Configure
DialogAISettingsand a provider asset if you have not already. - Create a provider asset under
Assets/DialogSystemAIExtension/ProviderAssets, duplicate one fromAssets/DialogSystemAIExtension/Samples/ExampleAssets/Provider, or use your own folder. - Select an anchor node in the graph (optional — helps the AI target the right location).
- Open the AI tab in the right sidebar and type a free-text instruction.
- Review the draft preview that appears before anything is written to the graph.
- Click Apply to confirm, or discard the draft. Use Ctrl+Z to undo any applied change.
Example instructions
Rewrite this line so the character sounds more nervousAdd three more dialog lines before the endInsert a PlaySound action after the selected dialog nodeCheck the graph for structural problems
What the AI may not produce
The AI layer is validated before any draft reaches the graph. It is not permitted to return GUIDs, node positions, edge definitions, or serialised graph JSON. Any response containing these fields is rejected by the safety validator and a failure notice is shown instead of a preview.
Best practices
- select an anchor node before issuing positional commands ("insert after this node")
- review all proposed action node IDs before confirming — the AI suggests from the registered action list but does not validate game-side bindings
- treat all AI output as a draft for human review, not the final source of truth
- for OpenAI-compatible services, prefer the
OpenAIprovider asset with a rootbaseUrlplus/v1/chat/completions - if a hosted provider returns prose instead of structured output, try a model with structured-output support or use Ollama locally