[SALE 50% OFF] Dialogue System for Unity - easy conversations, quests, and more!

Sure! Those aren’t really even part of the Dialogue System. They’re just text meshes parented to the NPC GameObjects. But, even so, the Dialogue System provides a flexible way to turn off these kinds of things:

  • Add a Set Active On Dialogue Event component to the NPC.
  • Set the trigger dropdown to OnConversation.
  • Assign the text mesh (or whatever object you want) to the OnStart section, and set the value to False.
  • Assign the text mesh to the OnEnd section, and set the value back to True.

Dialogue System for Unity 1.8.1 Available on Asset Store

Version 1.8.1 is now live on the Asset Store and 50% off during the May Madness Sale.

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Hi, I just updated to 1.8.1 and I can’t seem to get the quest groups working in the Quest Log UI. The quests are not grouped up in any way but appear as single quests. To make sure I did not mess up in any way I created a new Unity project, added the dialogue system and the default SF Quest Log:

When I debug UnityUIQuestLogWindow.cs I noticed that the group information seems to be missing in the Quest info:

Did I miss anything? Or is this a bug? Unity version is 5.6.0p4, if that makes any difference.

Hi @OneManBandGames - On your quest log window, is Use Groups ticked? This checkbox lets you turn off group checking if you don’t use groups for a slight optimization boost.

3483084--277078--qlogUseGroups.png

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Of course it was not :wink: No idea how this got past me, that fixed it. Thanks for the quick reply!

Glad to help!

I proudly present you the Demo of my videogame based on Dialogue System. You can download the Demo at

the button at right upper side of the web that says “Demo” … http://www.andromedavideogame.com

I paste the direct donload from Google Drive:

https://drive.google.com/uc?export=download&confirm=iD6o&id=119zgJimqNMFB-ahRFHd4ZGt7_kulSvOw

Thanks for your feedback

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Nice work! The intro is very cinematic. I’m still downloading the game itself. (It looks like it’s a big game!)

Dialogue System for Unity 2.0 Beta Test

Download links and instructions have gone out to testers for the Dialogue System for Unity 2.0 Beta Test. If I missed you or if you’d like to join the test, please PM me. Thanks!

Hello, is there a v1.8.1 update for Invector? Receiving missing prefabs and a few missing namespaces inside of vThirdPersonController, vThirdPersonInput.

Hi @ZGoodwin ! Yes, you can download the updated support package from the Dialogue System Extras page. It’s in the foldout titled “Updated support packages for 1.8.1”. Please note that it no longer works with the free version of Invector because the APIs are slightly different. If anyone needs to get it working with the free version, the change is really simple:

Edit DialogueSystemInvectorBridge.cs and change line 3 from:

using Invector.vCharacterController;

to:

using Invector.CharacterController;

(No ‘v’.) And then comment out line 62:

m_animator.SetFloat("InputMagnitude", 0);
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Beta testers: Beta version 2.0b2 is now available on the beta download page. It fixes two issues:

  • Standard UI Quest Log Window incorrectly showed abandon button for completed quests.
  • Dialogue Editor window’s Quests/Items list “+” button always added item without option to add quest.

It also includes the uMMORPG integration package that was mistakenly left out of 2.0b1.

Hi Tony… due to the may sales i’m going to purchase your great asset… I want to use it with UFPS and from whht iIread if I have dialogue system i dont need save system addon right??

btw I would to know even if dialogue system include even a basic inventory system I can use with ufps to manage collected items, ammos etc… nothing complicated or if you can talk to me about a SIMPLE and cheap inventory system that works flawlessy with UFPS and Dialogue system…

many thaks for your time and effort

Bests…

Hi @JC_LEON - Thanks! You’re correct – if you have the Dialogue System you don’t need the Save System for UFPS.

An inventory system would be out of scope for the Dialogue System. I don’t know of any that work flawlessly with UFPS, but I can tell you that Inventory Engine and Inventory Pro work with the Dialogue System.

A reminder that the Dialogue System for Unity is 50% off in the May Madness Sale!

Also, check out the PAX East gameplay trailer for Mografi’s Jenny LeClue - Detectivu, which uses the Dialogue System:

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Dialogue System for Unity 2.0 Beta Update

Beta testing continues for version 2.0! Thanks to some great feedback, the Dialogue System Trigger component will be even simpler than the screenshot posted [previously]( [RELEASED] Dialogue System for Unity - easy conversations, quests, and more! page-83#post-3471038), now showing a streamlined view containing only the actions you’ve configured.

It will also ship with a library of graybox template UIs in various styles and behaviors, such as a visual novel UI, a western-style RPG UI with conversation scrollback, overhead cartoon bubble UIs, etc.

I’m also recording tutorials to show how to drop textures onto the templates to get polished final results. The first one uses piablood’s Custom Character 2D Vol.2 (shown below) with the visual novel template UI and also demonstrates how to use animated portraits.

Also, check out ZA/UM’s Disco Elysium, formerly No Truce With the Furies, being published by Humble Bundle and whose unique combat system uses the Dialogue System for Unity:

Hi.

Got your dialogue system the other day, and I was able to get the dialogue to begin “on start” very easily.

However, the trigger “quick start” tutorial video:

Is, well- a bit incomplete…

You see, when you use that tutorial in conjunction with the provided scene, and use the wizard- BOFFO! it works GREAT!

However, when I try to apply the same methods using characters and a dialogue database I created myself within the dialogue system (rather than using a converter, as the tutorial above features,) the conversation does not trigger.

Perhaps there is something unique in the “Quick Start” XML that doesn’t carry across, when you building from scratch?

Any advice would be appreciated.

Hi @eblumrich - Thanks for buying the Dialogue System! Those older videos are being replaced soon. In the meantime, the manual is the best resource for this info, particularly the NPC Setup and PC Setup pages, as well as How To Start Conversations.

First make sure your scene has a Dialogue Manager GameObject, and that you’ve assigned your dialogue database to it. It doesn’t matter how you create your dialogue database. The built-in Dialogue Editor window is the most handy, but you can import other sources like that older video shows.

Briefly, if you want to start a conversation when the player enters the NPC’s trigger collider:

  • Add a trigger collider to the NPC. (A collider with Is Trigger ticked.)

  • Add a Conversation Trigger component to the NPC.

  • Set the Trigger dropdown to OnTriggerEnter.

  • Select the conversation from the dropdown.

  • Expand Condition > Accepted Tags, set the size to 1, and enter “Player” (without quotes) in Element 0. This tells the trigger that only the player can trigger the conversation.

  • Make sure your player GameObject has a collider and rigidbody so it can interact with trigger colliders.

If you want to start a conversation by “selecting” and “using” the NPC:

  • Set the NPC’s Conversation Trigger to OnUse.
  • Add a Usable component to the NPC.
  • Add a Selector to the player. (Or a Proximity Selector if you want its behavior instead.)

There are many other ways you can start conversations. You can call DialogueManager.StartConversation() in a script. Or use the Start Conversation visual scripting action in PlayMaker, etc.

I have a few questions related to integrations because this is one of time consuming tasks if you have a lot of assets in one project. I see you @TonyLi from PixelCrushers on the Realistic FPS Prefab forum. The publisher of the Realistic FPS Prefab is not very active here and you do the job very well instead of him as support now.

I have to make decisions in order to select controller(s) for our related Unity tasks. What do you recommend for Dialogue System because I see 2 integrations: the first one is the top asset UFPS and the second one - not so widely used Realistic FPS Prefab but easier to handle?

I wanted to buy 2 controllers from Opsive but only the newest versions 2.0 and I have to wait. Another great controller is the Motion Controller from Ootii but not really FPS. But it is on my wish list too.

You did 2 “Save systems” assets for both and you know pros and cons of UFPS and Realistic FPS Prefab. There is a problem with UFPS because Opsive is working on new version 2.0 that will be different in some ways.

I can see the Realistic FPS Prefab on sale. That seems to be cheap but what about price/value? And the support of Realistic FPS Prefab could be a pain if you disappeared from that thread.

I see two ways now: buying Realistic FPS Prefab or wait for new versions of Opsive. Or maybe the third one Oooti.

Hi @cybersoft - Price is the least important factor. The difference in price is $17 USD during the sale. UFPS 2 will have an upgrade cost, but I’m sure it will be less than the original purchase price. Instead, choose by features, how the controller feels, documentation, and support. All three controllers feel different and have different features. For UFPS 2, I suspect most of the basics will stay the same, although I’m sure you’ll have to make some adjustments when it comes out. Opsive has a reliable history of delivering what they promise; when deciding on features, you can count on the features promised for it. Motion Controller is good, too, but it doesn’t have Dialogue System integration.

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