Autoload Services
Beginner-safe explanation of 28 runtime/editor services and what not to edit directly.
Autoload services
In Godot, an autoload is a script or scene that Godot loads automatically when the project starts. It behaves like a global service. Dreamcatcher uses autoloads for shared runtime systems such as audio, input, scene flow, dialogue, weather, accessibility, screen effects, and event messaging.
Most users do not edit these scripts directly. You normally use Dreamcatcher tools, custom nodes, resources, and Inspector fields; the autoloads support those workflows behind the scenes.
When autoloads matter: check this section when a feature works in the editor but does not behave during play, when a module is disabled, when no_autoload_mode is enabled, or when an existing project already has its own managers for audio, input, scenes, or dialogue.
Autoloads at a glance
| Autoload | Plain-language purpose | Normal user interaction | When to troubleshoot it |
|---|---|---|---|
| DreamCore | Core plugin/runtime coordination service. | You rarely interact with it directly; it supports Dreamcatcher runtime systems. | Plugin-wide runtime errors, missing core service, startup issues. |
| DreamAudio | Shared audio service for music and SFX playback support. | Use Sound Studio, map music zones, Visual Logic audio actions, and generated audio assignments. | SFX or music does not play, music stacks, or volume/fade behavior seems wrong. |
| DreamInput | Shared input/action handling. | Use input setup, player tools, and Godot Input Map. | Interact, attack, confirm, cancel, or movement actions do not respond. |
| DreamDirector | High-level gameplay/director coordination. | Use Gameplay Director, events, pacing systems, and tool workflows. | Director-driven encounters, pacing, or orchestration do not trigger. |
| DreamSceneManager | Scene loading and scene-flow support. | Use Scene Composer, transitions, map events, doors, teleports, and scene flow tools. | Scene change, teleport, or door transition fails or loads the wrong target. |
| DreamGameLoop | Runtime game-loop foundation. | Usually indirect through gameplay systems and Quick Play. | Runtime loop or game-state update behavior seems broken. |
| DreamHUD | Runtime HUD/UI support. | Use UI Builder, HUD scenes, and UI feedback workflows. | HP, objective, quest, pickup, or currency feedback does not update. |
| DreamEquipment | Equipment and inventory RPG support. | Use Database resources, actor data, weapons, armor, and RPG workflows. | Equipment stats, gear changes, or actor equipment state fails. |
| DreamCutscene | Cutscene runtime coordination. | Use Cinematic Editor, map triggers, dialogue, camera beats, and cutscene actions. | Cutscene does not start/end, control is not returned, or camera/dialogue timing fails. |
| DreamAchievements | Achievement state/support service. | Use achievement resources/workflows where supported. | Achievement unlocks or persistence do not behave as expected. |
| DreamWeather | Weather and runtime environment service. | Use Map Editor weather zones and weather-related visual/audio workflows. | Weather zone does not apply, transition, or reset. |
| DreamEntityServer | Entity registry/server support. | Usually indirect through runtime systems. | Entity lookup, spawn, or management issues in advanced projects. |
| DreamLocalization | Localization and translated string support. | Use localization settings/resources and translated editor/runtime strings. | Text does not switch language or localization keys are missing. |
| DreamMapReveal | Map reveal, fog, and discovery support. | Use map reveal/progression workflows where relevant. | Explored areas or reveal state do not update/persist. |
| DreamFSMController | Finite-state-machine runtime support. | Use AI/FSM tools, state-based behavior, and enemy/player state workflows. | Enemy/player state does not change, animation state is stuck, or AI state transitions fail. |
| DreamTween | Shared tween/transition animation helper. | Usually indirect through screen effects, transitions, UI, and cutscenes. | Smooth movement, fade, or timing helper behavior fails. |
| DreamScreenFX | Screen effects service. | Use VFX, screen flash, shake, fade, and cinematic feedback. | Screen shake, fade, or flash does not appear or remains stuck. |
| DreamNetSync | Networking synchronization foundation. | Advanced only; use networking docs and test authority/latency carefully. | Multiplayer synchronization or networked state does not update. |
| DreamAccessibility | Accessibility settings/support. | Use accessibility options, UI settings, text/input/display support. | Accessibility options do not apply or persist. |
| DreamPool | Object pooling/performance helper. | Usually indirect through VFX, spawned objects, and performance-sensitive systems. | Spawned effects/entities leak, duplicate, or performance degrades. |
| DreamPhysicsLayers | Physics layer/collision helper. | Use player/map/collision setup and map validation. | Collision, pickups, triggers, or hitboxes do not detect correctly. |
| DreamEventBus | Event messaging between systems. | Indirect through Visual Logic, Narrative Weaver, UI, quests, and gameplay events. | Something happens but another system does not receive the event. |
| DreamDialogueManager | Runtime dialogue service. | Use Narrative Weaver, dialogue resources, NPC events, and UI dialogue flows. | Dialogue does not open, choices do not run, or speaker/portrait state is wrong. |
| DreamRuntimeTheme | Runtime UI theme/style support. | Use UI Builder and runtime theme workflows. | UI theme does not apply or changes unexpectedly. |
| DreamConditionalAssets | State-based asset selection support. | Use conditional asset workflows for alternate visuals/audio/UI based on state. | Correct asset does not swap when state or condition changes. |
| DreamCharacterRegistry | Character lookup, portrait, and speaker support. | Use character/dialogue resources and Narrative Weaver. | Dialogue speaker, portrait, actor lookup, or character reference fails. |
| DreamTransition | Scene/screen transition support. | Use scene transition, fade, door, teleport, and cinematic flows. | Fade/transition does not play or scene changes abruptly. |
| DreamSceneFlowRuntime | Runtime scene-flow graph/support system. | Use Scene Composer, Visual Logic, map transitions, and flow tools. | Scene flow sequence does not advance or repeats incorrectly. |
Safe autoload troubleshooting
- Confirm Dreamcatcher is enabled in Project Settings → Plugins.
- Confirm the module that owns the feature is enabled.
- Check Project Settings → Autoload to verify presence, not to edit plugin scripts.
- Check the Godot Output panel for missing singleton, missing resource, or missing method messages.
- Check the scene node, resource, tool, and Inspector configuration before changing plugin files.
- Run Content Validator or the relevant map/generated-asset validator.
- In existing projects, check whether another autoload or manager conflicts with the same role.
- Only advanced users should change autoload mode or plugin files, and only after backing up the project.
| Symptom | Likely cause | Safe first fix |
|---|---|---|
| Godot says a singleton is missing. | Plugin disabled, module disabled, no-autoload mode, or load error. | Re-enable the plugin/module, restart Godot, then check Output for the first error. |
| Audio, dialogue, transition, weather, or UI feedback does not run during play. | The scene may reference a feature whose service/module is unavailable, or the event was never triggered. | Confirm the relevant module, tool setup, node/resource reference, and trigger signal. |
| A system works in a new project but not an existing one. | The existing project may already have its own manager/autoload or conflicting input/scene/audio setup. | Compare Project Settings → Autoload and Input Map, then test in a small backup scene. |
