I hear Dialogic 2 but it isn't showing

Godot Version

v 4.7.1

Question

A complete beginner here. I want to make an up-to-down visual novel (: meaning you walk around and talk to characters). I’m familiar with Ren’Py (not a pro, but understand it relatively well), but I wanted the character to move and interact with objects. I heard Dialogic 2 can help you a lot with coding, and since I’m not that great of a programmer I choose to use it. I wanted to move into a “Dialogic mode” when you interact with a character. First time I did it, the dialogue window was too big, it covered the screen almost entirely. Then, I decided to size up the game, but now I can’t see it all. However, I hear its’ sounds and when I press Enter it plays the next line. The issue is just that I don’t see it. I didn’t change the layers’ order or anything like that so I’m quite puzzled as to why it could’ve happen/

func _on_interact():
	if sprite_2d.frame==0:
		sprite_2d.frame=10
		Dialogic.start('timelinee')
		interactable.is_interactable=false
		print('Hello world!')

The video that shows what is happening on my screen:
2026-08-05 12-43-39 (it may expire later, but I can’t upload files as a new user)

Dialogic is starting; audio + Enter advancing proves that. You’re just not seeing the layout.

You said it used to cover the whole screen, then you sized the game up and it vanished. That usually means the style/layout is still built for the old size (or sitting on a bad canvas layer), not that Dialogic.start failed.

Try this:

  1. Dialogic → Styles: open the style you’re using (or switch to a default VN style) and check textbox position/size for your new resolution
  2. In the remote scene tree while talking, find the Dialogic layout - is it there, visible, huge, or at some crazy position?
  3. Put game world UI on a lower CanvasLayer than Dialogic (or raise Dialogic’s layer) so nothing covers it
  4. Don’t parent Dialogic under the Camera2D
    print('Hello world!') firing only means your interact ran; not that the box is on screen.

okay. first of all, thank you really much for your advice, it was really helpful. second of all, when I was watching the remote scene tree while talking the Dialogic layout DID show up (like in the list of nodes), however I didn’t “see” it, and the adjustments I made for it in the Inspector didn’t do anything either. I don’t know if I actually properly fixed this problem, however I did find out that if I change the viewing mode in the project settings from “windowed” to literally anything else, it starts showing on the screen. I even tried this “method” while changing the resolution and the textbox gets bigger/smaller depending on it, but atleast it shows up.

One thing is good: layout in the remote tree means Dialogic is fine. The windowed-only hide is almost always Display / stretch, not the timeline.

When you sized the game up, windowed probably stopped matching the viewport; textbox ends up off the visible area (often the bottom). Fullscreen / maximized / borderless remaps the same content so it suddenly “works.”

In Project Settings → Display → Window:

  1. Set viewport width/height to the resolution you actually want
  2. Set window width/height to the same (or close) for testing in windowed
  3. Stretch Mode: canvas_items (or viewport)
  4. Stretch Aspect: keep

Then run windowed again. Dialogic should scale with that instead of vanishing.

Also: changing nodes in the remote Inspector while playing doesn’t save. Edit the Dialogic style / layout scene (or style settings) and save those - that’s what sticks.

If windowed still blanks it after stretch is set, paste your Display → Window values (viewport size, window size, stretch mode/aspect).