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Editor Windows
All Starhelm tools live under the Tools > Starhelm menu in the Unity Editor.
| Window | What it does |
|---|---|
| Action Framework | Author actions: sectioned inspector, live validation, in-game dispatch |
| Behavior Graph | Visual behavior tree; rename nodes, click-to-link, edges represent logic |
| Action Graph | Node view of a single action's pipeline |
| Dialogue | Cues, timing, speaker filters, per-character profiles, live testing |
| Debugger | Play-mode decision timelines, with pause, timescale control and order cancellation |
| Setup | Data folders, demo actions, demo dialogue, and the playable scene generator |
Each action (for example attack.target) is shown as a sectioned inspector covering targeting, conditions, costs (stamina, time, resource) and effects. Every section supports adding or removing entries inline, with live validation.
A one-click "Graph" view of an ActionDefinition's pipeline, showing Target, Conditions, Costs and Effects wired exactly as they execute. Useful for sanity-checking a complex action at a glance.
A fully visual behavior tree editor supporting Sequence, Selector, Action, Condition and Wait nodes. Nodes are freely renameable, and connections are created by click-to-link.
Available in Play mode, it shows a live per-actor decision timeline explaining why the AI is acting, blocked, or waiting, with playback controls (pause, slow-mo, fast-forward) and the ability to cancel orders directly.
Creates the Assets/Starhelm Data folder structure, and can generate demo actions, demo dialogue and a full playable template scene in one click.
See Features for the concepts behind each of these windows.