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. Available on the Asset Store! Works in WebGL! Recently Added Features: Third Person Controller support, ORK Framework support, Adventure Creator support, and more! Requires Unity 4.6.5 or higher. 5-Minute Ultra-Quick Start Guide Features: Editor: Visual, node-based editor Optional compact outline-based editor perfect for large conversations Importers for Chat Mapper, articy:draft, and Neverwinter Nights 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: GUI-independent; works with all GUI systems Built-in support for the new Unity UI, Unity GUI, NGUI, DF-GUI 2D Toolkit Modular interfaces: swap in your own UI or cutscene system Several beautiful, fully-customizable UI skins Detailed sci-fi environment animated model Works in 2D and 3D Works with Oculus Rift! Integration: Provides general-purpose integration components for any framework, plus custom components for drop-in integration into: 2D Action RPG Starter Kit Action-RPG Starter Kit Adventure Creator ICode (AI for Mecanim) Animator Timeline Editor Behavior Designer Core GameKit FaceFX HUD Waypoint KGFMapSystem Master Audio ORK Framework PlayMaker plyGame Realistic FPS Prefab RPG Kit 2.1 SALSA with RandomEyes S-Inventory Third Person Controller UltimateFPS (UFPS) uSequencer Cutscene Creator For Programmers: Includes complete, thoroughly documented & optimized C# source code Designed to be easily extended without modifying source -- lots of event hooks! Pre-compiled DLLs provided for lightning-fast build times Full API reference Works in Unity Free Pro, and tested on standalone, web, and mobile. Links: Asset Store Demos Documentation Video Tutorials Change History: Version 1.5.5 Core Added: entrytaglocal sequencer keyword (localized entrytag). Added: OnBarkLine script message. Improved: Added DialogueManager.LoadAsset(name,type) overload to specify type. Changed: MoveTo() sequencer command now uses Rigidbody.MovePosition/Rotation if subject has rigidbody. Changed: Dialogue System debugging (set via Dialogue Manager > Debug Level) now only logs in debug builds (Debug.isDebugBuild). Fixed: Instantiated dialogue UI prefabs now set parent with Transform.SetParent(parent,false) to retain local transform settings. Fixed: ProximitySelector now prevents click passthrough from previous conversation to trigger. Fixed: VerificationError warning when playing hide animations on Unity UI dialogue UIs in webplayer builds. Unity UI: Added Always Visible checkbox to subtitle panels; improved typewriter effect (can use any text alignment, can pause & unpause). Third Party Support Action-RPG Starter Kit: Added Persistent Player Spawner component; improved DSTeleporter component with more options; added ARPGLoadLevel() sequencer command. RT-Voice: Added support. SALSA with RandomEyes: Fixed timing issue when two sequential lines play on same SALSA character. S-Inventory: Updated for S-Inventory 1.27; can now transparently load from Resources or asset bundles; added Realistic FPS Prefab 2 Cameras example. Version 1.5.4: Core: Added: Unity UIs: Runic, Mobile, JRPG2. Added Bundle UIs for Generic, Runic, and Mobile. Added: DialogueSystemTrigger. Added: Triggers can now fire on OnCollisionEnter/Exit. Added: Dialogue Editor > Quests: Added Track On Start checkbox. Added: Lua function GetLocalizedText. Improved: Dialogue Manager now automatically finds dialogue UI in children if Dialogue UI field is unassigned. Improved: Sequencer command SendMessage() now has optional 'broadcast' argument, 'everyone' keyword. Improved: Quest state dropdown values are now lowercase to match Lua. Changed: PersistentDestructible & IncrementOnDestroy only record destruction if component has been enabled. Third Party Support: Adventure Creator: Updated for AC 1.47. articy:draft: Fixed bug converting articy:espresso variables whose names were subsets of other variable names. Aurora/NWN: Now also imports custom variables from journals as well as dialogues. NGUI: NGUITextFieldUI autofocuses UIText. Realistic FPS Prefab: Fixed bug that caused player to take damage if saved game position was lower than scene start position. Third Person Controller: Added save system integration; updated for TPC 1.01. Version 1.5.3: Core: Added: Player Default Sequence (optional). Added: Sequencer commands SetContinueMode(true|false) and SetVariable(variableName,value). Added: Dialogue Manager > Display Settings > Input Settings > Include Invalid Entries checkbox; UnityDialogueUI and UnityUIDialogueUI show invalid entries as noninteractive. Improved: Dialogue Manager Wizard validates that dialogue UI is valid and automatically adds Canvas if assigning a Unity UI Dialogue UI. Improved: Sequencer command syntax now accepts whitespace between command and parentheses. Improved: UnityUIDialogueUI can now specify transition animations for NPC/PC Subtitle panels & Response Menu panel. Improved: Added Show Touch Screen Keyboard checkbox to UnityUITextFieldUI. Improved: Added continue button to JRPG2 UI(legacy Unity GUI). Improved: These components how automatically update quest tracker HUD: Condition Observer, Quest Trigger, Lua Trigger, Set Quest State On Dialogue Event, Lua On Dialogue Event. Improved: Quest Trigger now allows you to set quest entry (subtask) states. Changed: If switching to a new Dialogue Manager in another scene that uses the same initial database, retains the existing Lua environment. Changed: These sequencer commands now use Lerp instead of Slerp: LiveCamera(), LookAt(), MoveTo(), Zoom2D(). Fixed: Continue Button mode "Not Before Response Menu" showed continue button if response menu had only 1 item. Fixed: Localized text table import & export now handles embedded carriage returns (), unusual line break formats. Fixed: Removed deprecated method warnings in editor code in Unity 5. Fixed: Conflict that prevented Windows Store & WP8 builds. Third Party Support: articy:draft: Converter updated to handle articy:draft 2.4. Added support for properties IsItem, IsQuest. Aurora/Neverwinter Nights Toolset: Special handling for Hungarian characters that Aurora Toolset doesn't export properly. CSV Converter: Fixed conversion bug caused by exporting from applications that fill out extra fields on all lines. ICode: ICodeVariableTrigger now automatically updates quest tracker HUD. PlayMaker: Expanded Dialogue System Load Level action with more options. Added Level Will Be Unloaded action. Realistic FPS Prefab: Updated for RFPS 1.22 and for S-Inventory 1.25 integration. DialogueSystemOnPickUpItem now automatically updates quest tracker HUD. Added PersistentSmoothMouseLook. RPG Kit: Updated Dialogue Manager prefab's dialogue UI to scale better in different screen sizes. Barker prefab now uses Unity UI. S-Inventory: Updated for S-Inventory 1.25. Fixed an errant warning with ItemGroups. Third Person Controller: Added support. Older Release Notes Please post any feedback here or email support (at) pixelcrushers (dot) com.