–Studio ZA/UM, developer of 2019 Game of the Year Disco Elysium,
made with the Dialogue System for Unity
The Dialogue System is a proven, complete solution for interactive conversations, designed from the ground up with a polished user interface system, cutscene sequences (camera shots, animation, etc.), node-based visual conversation editor, dynamic state, and more, with easy integration into your existing gameplay framework.
You can find the Dialogue System in RPGs, adventure games, shooters, visual novels, and many other genres. In business and industry, the Dialogue System features in corporate training applications, procedural law simulations, and other serious games.
Try out the Evaluation Version for free
Requires Unity 4.6.5 or higher.
Features:
Editor:
- Visual, node-based editor
- Optional compact outline-based editor perfect for large conversations
- Edit-time conversation player for quick testing
- Importers for Chat Mapper, articy:draft, Arcweave, Celtx, Twine, Ink, CSV, and Neverwinter Nights
- Built-in localization support, or use Unity Localization package or i2 Localization
Engine:
- No scripting required
- Dynamic, branching conversation trees
- Barks and gameplay alerts
- Cutscenes (voice acting, audio, animation, camerawork, etc.)
- Quick Time Events (QTEs)
- Quest system
- NPC status relationship system
- Easy language localization
- Save/load without scripting
- Optional Lua scripting and variable system supports sophisticated dialogue conditions
- Comprehensive documentation and tutorials
Runtime UIs:
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GUI-independent; works with all GUI systems
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Built-in support for the Unity UI, Unity GUI, NGUI, TextMesh Pro, and others
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Modular interfaces: swap in your own UI or cutscene system
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Several beautiful, fully-customizable UI skins
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Detailed sci-fi environment & animated model
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Works in 2D, 3D, VR, and AR
Integration:
Provides general-purpose integration components for any framework, plus custom components for drop-in integration into:
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Cinemachine & Timeline
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Action-RPG Starter Kit
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Adventure Creator
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AI Tree
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Arcweave
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articy:draft
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Bolt
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Celtx
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FMOD
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ICode
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Animator Timeline Editor
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Behavior Designer
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Compass Navigator Pro
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Core GameKit
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Corgi Platformer Engine
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Customizable Sci-fi Holo Interface
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Easy Save
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Emerald AI
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FaceFX
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Feel
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KGFMapSystem
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Lively Chat Bubbles
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Look Animator
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Love/Hate
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I2 Localization
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Ink
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Inventory Engine
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Inventory Pro
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Localization Package
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Master Audio
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Now We’re Talking
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Opsive Ultimate Character Controllers
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Opsive Ultimate Inventory System
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ORK Framework
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PlayMaker
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plyGame
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Quest Machine
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RPG Builder
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Realistic FPS Prefab
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RelationsInspector
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Rogo LipSync
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RPG Kit
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RT-Voice
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SALSA with RandomEyes
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S-Inventory
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SLATE Cinematic Sequencer
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SoulLink
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Speech Recognition System
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Super Text Mesh
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Opsive Character Controllers
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Opsive Ultimate Inventory System
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Text Animator
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Top-Down RPG Starter Kit
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Twine
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Ultimate Notification System
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uMMORPG
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uRPG
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uSurvival
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uSequencer Cutscene Creator
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Visual Scripting
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Yarn Spinner
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Wwise
For Programmers:
- Includes complete, thoroughly documented & optimized C# source code
- Designed to be easily extended without modifying source – lots of event hooks!
- Full API reference
Tested on standalone, web, mobile, and consoles.
Links:
Change History:
Version 2.2.46:
Core:
- Changed: If Dialogue Manager’s Allow Alerts During Conversations is UNticked, now queues alerts during conversations for when conversation ends.
- Improved: Conversation dropdowns (e.g., Dialogue System Trigger) now have Open button to quickly open conversation in Dialogue Editor.
- Improved: Dialogue Editor Watches tab now shows active conversations with buttons to jump to conversation in editor.
- Improved: Added option to remove synced content from other databases when breaking sync connection.
- Improved: Usable.overrideName, Usable.overrideUseMessage, and Selector/ProximitySelector.defaultUseMessage are now virtual properties.
- Improved: StandardDialogueUI.CloseAfterPanelsAreClosed is now virtual.
- Improved: Added InputDeviceManager.cursorLockMode if you want to change default cursor lock mode from Locked to Confined.
- Improved: Added Misc section to Lua “…” wizards containing relevant built-in Lua functions.
- Improved: Added no repeat option to RandomizeNextEntry() sequencer command and Lua function.
- Fixed: SetContinueMode(original) sequencer command.
- Fixed: StandardUISubtitlePanel.ShowContinueButton() when other process delays continue button and block input duration is set.
- Fixed: Updated Tools.StripTextMeshProTags to strip , , , , , and .
- Fixed: Removed temporary debug log line from StandardUIQuestLogWindow that was inadvertently left in.
- Fixed: SaveSystem.saveDataApplied is now still invoked even if scene has no savers.
- Fixed: DialogueLua.SetVariable() and IncrementOnDestroy now observew Assignment.MonitoredVariables.
- Changed: Release of sequencer camera now only waits 1 frame plus end of frame to allow active required commands to finish instead of 2 frames.
Third Party Support:
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Adventure Creator: Lua action now uses “…” wizard.
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articy:draft:
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Added “Reorder IDs” option.
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Fixed importer translation of “///”.
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Custom Conditions property content now properly goes into dialogue entry’s Conditions field.
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Instruction nodes followed by input pin condition now import a buffer node between to delay evaluation until instruction code has run.
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Cinemachine: Updated integration for Unity 6 (Cinemachine 3) compatibility.
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i2 Localization: DialogueSystemUseI2Language component now has option to use custom field (e.g., Articy Id) for dialogue entry terms.
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Ink: Added Lua(x) function.
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Input System: Monitors InputSystem.onDeviceChange. No need to configure Joystick/Keyboard inputs To Watch.
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Playmaker: Added Add/SubtractFsmFloat/Int() Lua functions.
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SALSA Lipsync Suite: SALSA components can now be on subject’s child GameObjects.
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Text Animator: Updated to support typewriter skip ahead without animating skipped characters. Requires Text Animator 2.1.2+.
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Timeline: Improved preview text for Timeline-controlled conversations; added ability to override dialogue UI.
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Yarn: Added <> command to append sequences to previous line.
Version 2.2.45:
Core:
- Improved: Added Allow Custom Actor Panels checkbox to Standard Dialogue UI component.
- Improved: Exposed Dialogue System Trigger > Stop Conversation On Trigger Exit > Margin To Allow Trigger Exit to inspector.
- Improved: Standard Dialogue UI’s allowDialogueActorCustomPanels now applies to menu panels in addition to subtitle panels.
- Improved: Added StandardDialogueUI.ShowActorInPanel() method.
- Fixed: SetPanel(actor, panel, immediate) now initializes portraits even if actor wasn’t previously in another panel.
- Fixed: Assignment.VariableChanged() event is now called after variable has been changed to new value.
- Fixed: StandardUISubtitleControls.SetTypewriterSpeed() didn’t set speed.
- Fixed: StandardUISubtitlePanel > Add Speaker Name was added to display but not recorded in accumulatedText.
- Fixed: Added “Main” checkboxes to Item and Location templates in Dialogue Editor.
Third Party Support:
- Adventure Creator: Updated for 1.80 and AC’s new asmdefs.
- Arcweave: Fixed build issue.
- articy:draft: Updated articy 3.x localization importer addon with some bug fixes.
- Compass Navigator Pro 2: Added integration.
- RPG Builder: Now sets player’s Display Name field so you can use that instead of rpgGetPlayerName() if you prefer.
Please post any feedback here or email support (at) pixelcrushers (dot) com.