Start Node
Overview
The Start Node is the mandatory entry point of every dialogue graph. Every DialogueContainerSO must contain exactly one Start Node — it is where DialogueManager begins traversal when StartDialogue() is called. The node performs no action itself; it immediately and automatically advances to whatever node is connected to its Next port.

Ports
Next
Output
Single
Connect this to the first node that should execute when the dialogue begins.
The Start Node has no input port. It cannot be jumped to from elsewhere in the graph.
Inspector Properties
The Start Node has no configurable properties. It exists solely to mark the entry point of the graph and provide the first outgoing connection.
How It Works
At runtime, DialogueManager.StartDialogue() scans all nodes in the DialogueContainerSO for the one whose type contains "StartNode". When found, it immediately calls AdvanceToNextNode(), following the edge connected to the Next port and processing whichever node is on the other end.
No text is displayed, no events are fired, and no waiting occurs at the Start Node itself.
Validation
The graph editor will display an error on the Start Node if:
The Next port has no outgoing connection
"Start node output is not connected"
A disconnected Start Node means the dialogue graph has no valid entry path. DialogueManager will log an error and call EndDialogue() immediately if it cannot find a Start Node at runtime.
Usage Tips
Place it at the top-left of the graph — by convention, dialogue graphs read left to right, with the Start Node as the leftmost point.
Connect it to a SimpleDialogue or Cinemachine node first — if your conversation opens with a camera cut or cinematic sequence, connect the Start Node directly to a Cinemachine Dialogue Node before the first line of dialogue. This keeps the UI hidden during the opening camera movement.
One Start Node per graph — if multiple Start Nodes exist, the first one found in the node list is used. Avoid creating duplicates.
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