[RELEASED] Dialogue System for Unity - easy conversations, quests, and more!

@TonyLi Hi, I have been a long time fan of your assets ( I have most of them ) :slight_smile: SO I might be asking you for some help, I hope it can be ( off forum )

For now I just need your opinion, I am not going to make a game as such… But I need
3 of your assets only [ In the project ] ( i think ) and am wondering, which version of Unity you suggest, because as far as coded assets go, the only real codded assets I have planed are your ( and maybe some that are integrated ) I have been away form Unity for a very long time… I know the rtfm thing :wink: and agree … But I am intending to be using the open AI plug-in and not the huge dialogue trees …

these are the main assets I want to use… are Dialogue System for Unity, Dialogue System Addon for OpenAI , and Love/Hate << the main 3 and I am thinking as I understand, the reason I want to hook in Love\hate, is because,even tho it will hopefully be kind of " UN-scripted " dialogue … ( like people discuss a topic ) But also, the Npc’s all will have their own personalities and " story " , but I would like to give them the ability to " remember " and maybe slowly change their views , as they grow. So I am hoping\asking if love\hate can do this … even just to make it more simple to " update " characters thoughts and feelings … one thing IDK if possible, the love\hate module, would also be nice if it kept track of changes so that an avatar could look back and say why or acknowledge they have change their mind in some way ?

My main question now is… which unity version would you suggest for these 3 assets together ?
Quick second question … I got Grid Controller from the humble bundle , I assume that just works with the other assets ? Thanks for all your help, to that you give every one :wink:

Hi! Thanks for picking up Grid Controller, too! It works fine with the other assets. It doesn’t have any specific integration, but I don’t think any is needed.

I recommend using the current LTS version (Unity 2022.3.x). Love/Hate integrates pretty well with the Dialogue System Addon for OpenAI, so those 3 assets should be able to handle everything you described.

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Okay thx :wink: I am kind of private by nature, social anxiety too ;( I really do not like asking for help and I hate discord … IF* I run into a non-rtfm problem XD , I hope I can write you at email or here on the email system… In any case, thank you for the help … I will probably go with what ever highest LTS version after 2022.3 there is … thx a lot!

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Glad to help! There are several ways to contact for help in addition to Discord: this forum thread, the Pixel Crushers forum, the support form, and email if any questions come up.

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Turns out the only version of Unity I had on my HD was Unity 2022.3.10f1 Sooo, just just loaded the 4 assets ( grid, love\hate and the dialogue with adon as I will be using that more ) … Unity did not complain:smile: So hoping this works out good. Thanks for your help\understanding. :slight_smile:

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I heard you guys have a discord. How can I join?

Hi! The link is in the Dialogue System’s README.txt file.

BIOMORPH Released on Steam

Congratulations to Lucid Dreams Studio on the release of their hotly-anticipated metroidvania BIOMORPH, made with the Dialogue System for Unity and now available on Steam!

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Dialogue System 2.2.45 Released

Version 2.2.45 is now live on the Asset Store! This update includes integration with Compass Navigator Pro 2 as well as updates to other integrations, bug fixes, and misc. improvements.

Release Notes:
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.

BIOMORPH, which is made with the Dialogue System for Unity and released a few days ago, is getting great reviews and is Very Positive rated on Steam. The developer, Lucid Dreams Studio, wrote a very nice testimonial:

How to build branching narrative without breaking the bank

On GameDeveloper.com, Bryant Francis published a good writeup on Nessa Cannon’s GDC 2024 talk, How to build branching narrative without breaking the bank. It’s a good take on writing economical dialogue that still packs a narrative punch. If you’re using the Dialogue System to write and present dialogue, it’s a worthwhile read.

GDC Vault - Game Narrative Summit: Branching on a Budget: Creating Agency Without Wrecking Scope

Hello Tony, I have a question about how text localization works. Sometimes it deletes the translation when going to the string table (as in the photo above) or it does not add the translations.

  1. is it possible to correct this? (photo)

Thanks


With the Unity Localization Package integration, when you click “Dialogue System To String Table” it assigns unique GUIDs to each dialogue entry:

9767721--1399452--upload_2024-4-12_20-48-48.png

Then it creates corresponding keys in your Localization Package String Table:

9767721--1399455--upload_2024-4-12_20-49-36.png

If you change the key in the String Table or change the Guid in the dialogue entry (such as creating a new dialogue entry to replace the old one), they won’t match any more. Is it possible that this happened in your situation?

Please see: How To: Make World Space Canvas Appear On Top Of Everything Else

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Thanks Tony.

I put a english translation in Dialogue System, but don’t appear in the text table when pressed the button (dialogue to text table) (the key and value is the same in Dialogue and text table)
I need to add the translation only in the text table?

Thanks

9769209--1399734--imagen_2024-04-13_202506486.png

Hi! Translations are meant to go the other way. The Dialogue System To String Table button creates keys in the Localization Package string table. Then you add translations in the Localization Package string table. Finally, you click the String Table To Dialogue System button to copy the translations back into the dialogue database.

I’ll look into adding an option in the near future to also copy translations from the dialogue database into the Localization Package string table.

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Thanks, Tony.
I have one last question. Sorry for asking so many questions.
In my game, you can change the name of the protagonist (the localized name), but I can’t get the new name to appear in the dialogues.
I tried using

DialogueLua.SetActorField(“Protagonist”, “Display Name”, ParametrosEntreJuegos.instancia.nameP);

, but I think it still loads the localized name for the protagonist. Is there a method to achieve this?

Thanks :slight_smile:

Update******

I used
DialogueLua.SetLocalizedActorField(“Protagonista”, “Display Name”, ParametrosEntreJuegos.instancia.nameP);

and worked :slight_smile:

While a conversation is active, if you only change the Display Name field the name will take effect in the next conversation. This is because the conversation caches the Display Name at the beginning of the conversation so it doesn’t have to look it up every time. To change the name in the current conversation and see it updated immediately, use the ChangeActorName() function instead. See the “Discover Name” example on the Dialogue System Extras page for an example.

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Arcweave Demo Reel Call & Humble Pixel Paradise Sale

In addition to the Dialogue System’s own built-in Dialogue Editor, the Dialogue System can import your content from many sources, including articy:draft, Celtx Gem, Chat Mapper, Yarn Spinner, and more – including Arcweave. If you’re using Arcweave to write your game’s dialogue, they’re having an open call for their very first demo reel.
Email elle (at) arcweave.com if you want your game included in the demo reel!

9779310--1402140--upload_2024-4-18_16-19-36.png

Many Dialogue System-powered games are in Humble’s latest Pixel Paradise sale, including Hunt the Night, While the Iron’s Hot and others!

Reminders:

  • The Dialogue System Addon for OpenAI (and ElevenLabs, Overtone, etc.) is 50% off right now in the Spring Sale!

  • If you want to add procedurally-generated quests to your game or write quests in a nice node-based edit, **Quest Machine **is also 50% off right now. Quest Machine of course has thorough Dialogue System integration.

I forgot to mention that, if you’re a Dialogue System user, you can use the code CRUSH20 on Arcweave paid subscription plans to get 20% off!

Hello there! I’m working through your video tutorial series and when I came to the Conversation Templates video, I realized that my Conversations menu doesn’t have a Template or a Play option. Did I do something to remove those menu options somewhere along the line? Attached a screenshot of what I’m talking about.

Cheers!

Hi! Can you update to a more recent version? I can’t see the full version number in your screenshot, but it looks like you’re using an old version that doesn’t have either of those features.