> For the complete documentation index, see [llms.txt](https://espergames.gitbook.io/feel-speak/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://espergames.gitbook.io/feel-speak/quick-start/start-creating.md).

# Start Creating

Start developing with Feel Speak right away!

Wanna jump right into it? There's a few things you need to note before you can start developing with Feel Speak. We'll go over them quickly.

## Object Manager

<figure><img src="https://1123894923-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fi5EhvGPJLvE6Kc1rE7X5%2Fuploads%2FgeJIFE49BbZpqybVhBq9%2Fimage_2026-07-16_200914146.png?alt=media&amp;token=92803a49-3542-4b6b-b132-2afd52f12711" alt=""><figcaption></figcaption></figure>

You can access Feel Speak's Object Manager from the **Window > Feel Speak > Object Manager** menu option. This window allows you to manage dialogues, characters, and emotions.

## Dialogue Editor

<figure><img src="https://1123894923-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fi5EhvGPJLvE6Kc1rE7X5%2Fuploads%2FG8UrgOOmPBbC9o4LMe15%2Fimage.png?alt=media&amp;token=f793120e-91d8-4b13-945f-c3a915be6d1c" alt="" width="563"><figcaption></figcaption></figure>

The Dialogue Editor is accessible through a selected dialogue in the Object Manager. You can open the options menu by right-clicking on a blank space in the graph.

## Initialization

<figure><img src="https://1123894923-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fi5EhvGPJLvE6Kc1rE7X5%2Fuploads%2FmQuZGlC4hMasnO9tjmoh%2Fimage_2026-07-17_200632238.png?alt=media&amp;token=0a38d805-0b8d-449c-8da4-743785f3a8a6" alt=""><figcaption></figcaption></figure>

To run Feel Speak without errors, it's required to initialize it. This can be done through the [Feel Speak Initializer](/feel-speak/components/feel-speak-initializer.md) component or [through code](/feel-speak/scripting/initialization.md). You can add the initializer component from **GameObject > Feel Speak > Initializer**. This initializes Feel Speak on awake. It's recommended to set the player speaker, main camera, and FX audio source.

## UI

<figure><img src="https://1123894923-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fi5EhvGPJLvE6Kc1rE7X5%2Fuploads%2FBqfrH86oUKjAmKdjLDeT%2Fimage.png?alt=media&amp;token=aac2298e-f410-41f4-b1a6-66dfa132849b" alt=""><figcaption></figcaption></figure>

You can add the available UI objects to the scene from **GameObject > Feel Speak > UI**. It's recommended to add Dialogue Box, Choices List, and Choice Timer to the scene. The Emotion Bubble is optional.

## Speaker

<figure><img src="https://1123894923-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fi5EhvGPJLvE6Kc1rE7X5%2Fuploads%2F0koR2O4IfGe4gnm8cXOa%2Fimage_2026-07-16_195951404.png?alt=media&amp;token=e1bd8ed3-fefc-4f9f-8348-b444a0a63bc2" alt=""><figcaption></figcaption></figure>

The Speaker component should be given to all characters that participate in dialogue. It isn't required, but provides added benefits like custom audio sources for voice lines, emotion animation playing if your character has an animator component, and more.

## That's All Folks!

That's all the minimum information required to get started with Feel Speak. It's recommended to get a deeper understanding by going through each section—but you can do that slowly over time. Enjoy developing!
