Visual Logic

User-facing reference for the Visual Logic tool.

v0.9.4Godot 4.7 stable4.6.3 supportedReference
Tool pages are written for users and buyers; they explain what to use, what to avoid, and where v0.9.4 boundaries are.

Visual Logic

Status: Stable
Category: Creation
Use it when: you need no-code gameplay behavior.

First task

Create an NPC interaction: player interacts → show dialogue.

Inputs

A scene with an NPC/object and optional dialogue resource.

Outputs

A saved interaction/sequence that can be tested in Quick Play.

How it connects

Often follows Scene Composer or Map Editor and connects to Database/Narrative Weaver.

Common mistakes

No trigger assigned; missing target resource; forgetting to save/test; collision layer mismatch.

Validation

Run Quick Play and confirm the trigger fires once and produces visible feedback.

Visual Logic formula: Trigger → Condition → Action → Feedback → State/Test. Start with one trigger, one condition, and one visible result.

First safe task

  1. Open the tool from Dreamcatcher.
  2. Start with one tiny project-owned output.
  3. Save or apply only one change.
  4. Run Content Validator or Quick Play before expanding.

Success looks like

The output exists in the expected project location, related references are visible in the Inspector/tool UI, and no validator error points to a missing path or deleted resource.

Common mistake

Stacking several generated outputs or gameplay connections before checking one simple result first.

v0.9.4 boundary: use this tool through visible Dreamcatcher UI, generated assets, resources, templates, and validation workflows. Avoid editing plugin scripts directly unless official advanced documentation specifically tells you to.