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Testing
The Test button, on the right of the top bar, runs the Dialogue in your game in one click: Candy Dialogue Creator exports it, then the Godot editor runs it in a testing scene. Requirements
  • The project root set in Settings > Project > Paths.
  • Your project open in the Godot editor.
  • Candy Wizard, Candy Dialogue Engine's plugin, enabled in that editor.
Candy Dialogue Creator and the Godot editor are two separate programs. Candy Wizard receives the test request and runs the scene. A Test Press Test, or F6.
  • The whole Dialogue is exported to test_dialogue.txt in your project's Dialogues folder, without asking. This file is only for testing: every test replaces it.
  • The Godot editor then runs the testing scene on it.
When the profile's symbols changed since it opened, Candy Dialogue Creator first asks to update the Dialogue's symbols, and Cancel stops the test (see Updating Symbols). The button reports the progress: Test… while the Godot editor is asked to start, then Test ✓. When the test fails, a window reports the cause. To export test_dialogue.txt without running it, hold Ctrl while clicking Test, or press Ctrl+F6. Starting Point The arrow button left of Test opens a small menu with four fields. Each can be typed in or picked from its dropdown.
Test Menu
FieldDescription
SceneThe testing scene to run, from the Testing scenes folder set in Settings > Project > Paths. Empty: the scene chosen in Candy Wizard's Test tool.
ConversationThe Conversation to start in. Empty: the Dialogue's first.
BlockThe Block to start in. Empty: the Conversation's first.
LineThe Line to start at: its number, or the Reference of a Line Mark. Empty: the first Line.
These fields are stored in the profile. The tooltip of Test displays where the next test starts. A testing scene of your own must have a root node that exports dialogue, conversation, block and line, as Candy Dialogue Engine's Testing_Scene.gd does. Test Here To test from a precise place without changing the menu, right-click a row in the Dialogue Navigator and choose Test Here, or select it and press Shift+F6.
  • On a Line, the test starts at that Line.
  • On a Block or a Conversation, it starts at its first Line.
Test Here runs the scene chosen in the Test button's menu. When a Test Doesn't Start
MessageWhat to do
Set the project root firstSet Project root in Settings > Project > Paths.
The project has no data folder yetOpen the project in the Godot editor once.
The Godot editor didn't answerOpen the project in the Godot editor, and enable Candy Wizard in its plugins.
Candy Wizard couldn't test itCandy Wizard checked the scene and the starting point against the exported file and found a problem, which the message reports: a scene that doesn't exist, a Conversation, Block or Line that isn't in the Dialogue...
In every case the Dialogue was still exported to test_dialogue.txt. Refresh The Refresh button, right of Test, scans your project's folders again (Ctrl+R). Press it after adding portraits, voice files, media, scenes or Dialogue Modes to the project while Candy Dialogue Creator is open, so that they appear in the dropdowns and are no longer reported as missing.