# Quick Start

## Creating your first dialogue <a href="#h.v7mpho7zguy9_l" id="h.v7mpho7zguy9_l"></a>

### Creating Dialogue Branch asset

First, you need to create a dialogue branch asset:

* **Right-click** on any folder you have created inside the **content** folder&#x20;

{% hint style="danger" %}
Do not confuse it with the **Plugins->Content** folder.
{% endhint %}

* Go to the **Gameplay** asset category and select **DialogueBranch** there. You will create a new dialogue branch asset.

<figure><img src="/files/ejp784zzWnU2AQ6X7YtK" alt=""><figcaption></figcaption></figure>

* Name it `DIA_MyFirstDialogue` and open the asset.

### Setup Speakers

* Go to **Class Settings** and create a second speaker in the **details panel**.&#x20;

{% hint style="info" %}
You can have as many as you want, but more on that later; for now, one is enough. In addition to this speaker, you will already have one by default - Player.
{% endhint %}

* Name it `Jack`.

<figure><img src="/files/rKi6Son4VicUGvH7wI6o" alt=""><figcaption></figcaption></figure>

### Creating dialogue Root phase <a href="#h.aunrt9mvgbm_l" id="h.aunrt9mvgbm_l"></a>

* **Right-click** on **Event Graph** and find the **Root** node there.&#x20;
* Root is the default start node (dialogue phase).Add it.

<figure><img src="/files/nCONRwAVX9Lk0PNowAX2" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Root is the default start node (dialogue phase).
{% endhint %}

### Creating Phrase phase <a href="#h.aunrt9mvgbm_l" id="h.aunrt9mvgbm_l"></a>

Let's add a greeting **phrase** for the player Jack.&#x20;

* Find the **Phrase** node in the **context menu** and add it.&#x20;
* Write a greeting `Hello`  in the **Speech Text** pin.

<figure><img src="/files/j7IT5zcMOpPCBElumUKA" alt=""><figcaption></figcaption></figure>

* Select the created node and change the **Speaker** from ~~Player~~ to <mark style="background-color:green;">Jack</mark> in the details panel.&#x20;

<figure><img src="/files/hu1MfaJbG2dC2SSy7BG4" alt=""><figcaption></figcaption></figure>

### Creating Answer Hub

* The next step is to add the **Answer Hub** phase/node.&#x20;

*This phase searches for available answer options and generates a menu of answers for the player.*

<figure><img src="/files/Rx7yIxzJ5Bh5CetJDp3c" alt=""><figcaption></figcaption></figure>

### Creating Answers

It's time to add answer options. Let's add the first answer option.&#x20;

* Find the **Answer** node in the **context menu** and add it.&#x20;
* Add the text `First Answer` to the **Line Text** pin.

<figure><img src="/files/uXtxVjvKvMJ8hCAlaHXF" alt=""><figcaption></figcaption></figure>

Let's add a second answer option for clarity.

* Click **+** on the **Answer Hub** node. This will create a new pin for the second answer option.
* Add a second **Answer** node via the **context menu**.
* Add the text `Second Answer - End` to the **Line Text** pin.

<figure><img src="/files/SMgPA3jJ3lC69HOemXwa" alt=""><figcaption></figcaption></figure>

### Phrase Npс after the player's answer

Let Jack say the phrase after we select the first answer option.

* To do this, create another **Phrase** node.
* Connect the first **Answer** node to the **Phrase** node you just created.
* Select **Jack** as the **Speaker**, as you did earlier.

<figure><img src="/files/aMm2ywUJXUzE3dhDKAUN" alt=""><figcaption></figcaption></figure>


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